Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Control Water | ||
Transmutation [Water] | 1 standard action | PRPG-O |
None; see text - No | Clr 4, Drd 4, Sor/Wiz 6, Water 4 | V, S, M/DF |
10 min./level (D) | Long | 1 hour |
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) | ||
Raises or lowers bodies of water. |
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This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas. Lower Water : This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water : This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect. |
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Create Water | ||
Conjuration (Creation) [Water] | 1 standard action | PRPG-O |
None - No | Adp 0, Clr 0, Drd 0, Pal 1 | V, S |
Instant | Close | 30 minutes |
Effect: Up to 2 gallons of water/level | ||
Creates 2 gallons/level of pure water. |
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This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note : Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. |
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Water Walk | ||
Transmutation [Water] | 1 standard action | PRPG-O |
Will negates (harmless) - Yes (harmless) | Clr 3, Rgr 3 | V, S, DF |
10 min./level (D) | Touch | 4 hours |
Targets: One touched creature/level | ||
Subject treads on water as if solid. |
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The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it. |