Difference between revisions of "Part Water (spell)"

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[[File:Part water.jpeg|thumb|350px|]]
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[[File:Part Water (spell).jpg|right|525px|thumb]]
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'''Part water''' creates a path through water, providing a dry surface on the bottom of a [[Lake |lake]] or [[River|river]] upon which individuals can walk, or even ride mounts.  According to the area of effect, the water on either side of the path is driven back in held to distance outwards and downwards as indicated.
  
 
{{Spelltable
 
{{Spelltable
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| range = 20 ft. per [[Experience Level|level]]
 
| range = 20 ft. per [[Experience Level|level]]
 
| duration = 10 minutes per level
 
| duration = 10 minutes per level
| area of effect = 10 ft. wide path per level, 10 yards long per level
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| area of effect = 10 ft. wide path per level,<br>30 ft. per level horizontally<br>and vertically
 
| casting time = 3 [[Combat Round|rounds]]
 
| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
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}}
 
}}
  
Creates a path through water, so as to produce a dry surface upon which travellers can walk, perhaps ride. The water on either side of the path is driven back and held, where it can be freely touched or sampled, but will not rush in until the spell duration has expired.
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To effect the spell, the initial end of the affected area must touch the shoreline or bank of the water to be crossed.  Although the spell eliminates all moisture, so that travellers won't be bogged down in mud, there's no change made to the actual terrain underlying the water. Thus, the spell might expose cliffs, impassable stone walls or huge boulders and stones — as well as the expected gravel and sand.  
  
Though any depth of water may be pushed apart, the origin of the part water spell must begin upon some shore.
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The held water can be freely touched or sampled without [[Spellcasting|breaking the spell]], as the water won't break its constraint until the spell's duration has ended.
  
Rivers and streams, too, may be parted—in which case the path of the water is obstructed without creating a dam (the river will continue to flow, but beneath the surface, even through solid rock).
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Additionally, the water is not "dammed" by the spell, causing rivers and streams to back up; instead, the usual flow of water is transferred from one side of the path to the other, so that outside the spell's effect, a river or current flows normally.
  
Though the path will be made dry, the rocks, embankments, sand, stones or cliffs will remain unchanged.
 
  
 
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[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
[[Category: Cleric Spells]][[Category: Don't Review until 2022]]
 

Latest revision as of 04:09, 23 May 2022

Part Water (spell).jpg

Part water creates a path through water, providing a dry surface on the bottom of a lake or river upon which individuals can walk, or even ride mounts. According to the area of effect, the water on either side of the path is driven back in held to distance outwards and downwards as indicated.

Part Water
Range 20 ft. per level
Duration 10 minutes per level
Area of Effect 10 ft. wide path per level,
30 ft. per level horizontally
and vertically
Casting Time 3 rounds
Saving Throw none
Level cleric (6th)

To effect the spell, the initial end of the affected area must touch the shoreline or bank of the water to be crossed. Although the spell eliminates all moisture, so that travellers won't be bogged down in mud, there's no change made to the actual terrain underlying the water. Thus, the spell might expose cliffs, impassable stone walls or huge boulders and stones — as well as the expected gravel and sand.

The held water can be freely touched or sampled without breaking the spell, as the water won't break its constraint until the spell's duration has ended.

Additionally, the water is not "dammed" by the spell, causing rivers and streams to back up; instead, the usual flow of water is transferred from one side of the path to the other, so that outside the spell's effect, a river or current flows normally.