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Spells

Topic: Healing, Conjuration, and Necromancy (in progress)

Arcane Bolt¥

Bladed Leaf

Bouancy

Favorable Wind

Firebolt

Forcast

Gershwin's Gather

Harden Hull

Imbue Undead With Spell Ability¥

Projectile Vomit

Prophecy (Under development)

Protect the Sails

Sheath Tattoo

Signal Flare

Submerge Ship

Understand Object

Wall of Water

Also, see the Feats page for the Enhance Undead metamagic feat.

*I've borrow something, usually just a name, from someone else. If you think I'm ripping you off, let me know.
¥A converted spell from another source, usually an AD&D source.
Arcane Bolt¥
Evocation [Force]

Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your enemies are familiar with some of the somatic components of this spell, but you always enjoy the look of confusion on their faces, right at the end.

A bolt of magical energy shoots forth from your fingertips dealing 1d6+1 points of damage. For every two levels of experience past 1st, the base die increases, and the bonus doubles. At 3rd level, you deal 1d8+2, 5th 1d10+4, and 10th, 1d12+8. This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a Brooch of Shielding and Shield.

Obviously this spell lacks somewhat compared to magic missile. The true quality of this spell becomes relevant at levels beyond 10th. For every two levels beyond 10th an additional +3 is added on to the damage, to a maximum of 1d12+23 at 20th level.

Smart DMs won't allow a player to have both Arcane Bolt and Magic Missile in their repertoire. -Sultan

Bladed Leaf
Transmutation [Nature]
Level: Rgr 1, Drd 1
Components: V,S,M
Casting Time: 1 action
Range: Close (25ft+5ft/2 levels)
Area: 10ft radius
Target: Up to 6 targets, no two of which can be more than 15ft apart
Duration: 1 rnd/level
Saving Throw: Varies (Reflex)
Spell Resistance: Yes

Leaves fly about as though born on a local whirlwind, centered around you. The leaves glisten with dew... or is that the shine of a sharp edge?

Two versions of the spell exist; First, a small, cylindrical whirlwind of sharp leaves can be summoned up, dealing 1d8 points of damage to all caught within it, adding +1 per level (max of 1d8+20). The whirlwind can be directed by the caster as a standard action, moving 15ft/rnd. The whirlwind, if centered on a person, can be commanded to turn inward, dealing maximum damage with no saving throw, but ending the spell. A target receives a reflex save to avoid having the spell targeted on them; if the save succeeds, the spell is centered 10ft closer to the caster. Anyone exposed to the whirlwind either when it’s created or afterwards, is allowed a reflex save to halve the damage. The leaves can be conjured around a willing recipient, and willed move with him.

Second, the caster may choose to target individual enemies with razor sharp leaves that speed through the air. The caster makes an attack roll for each leaf. Each leaf deals 1d6+1 points of damage, and the caster gains 1 leaf for every three levels of experience (to a max of 6 leaves). A shield spell will protect from these leaves as though they were magic missiles.

Bouyancy
Transmutation

Level: MarM 1, Sor/Wiz 1, Bard 1, Druid 0
Components: V
Casting Time: 1 free action
Range: Close (25ft. + 5 ft./2 levels)
Target: One medium or smaller object or creature/level, no two of which may be more than 20ft apart.
Duration: 1 round/levl
Saving Throw:
Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)

Upon casting this spell you feel lighter in the water and better able to swim.-

The affected creatures or objects are buoyant in water; objects float on the surface, creatures gain a +20 to swim checks, so long as they are trying to reach (or stay at) the water’s surface. You can cast this spell with an instant utterance, quickly enough to save yourself if you are unexpectedly submerged. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

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Favorable Wind, Lesser
Evocation [Air]

Level: MarM 1, Druid 1
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size.
Duration: Concentration + 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)

The winds rise, the sails fill, and the sea beckons.

After casting this spell, the target vessel has a favorable wind at its back. The ship’s speed increases by 15% and any combat maneuver DCs are lowered by 5 for the duration of the spell. The caster must make a Concetration check once a minute, to sustain the spell; when the caster fails the check, or fails to make a check, the spell continues for 1 minute per caster level, then the wind dissipates.

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Favorable Wind, Greater
Evocation [Air]

Level: MarM 3, Druid 3, Sor/Wiz 4
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size per four levels.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (object)

This spell functions like Lesser Favorable Wind, but with increased duration and targets, and caster concentration is not required.

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Firebolt
Evocation [Fire]


Level: MarM 2
Components: S, M, V
Casting Time: 1 standard action
Range: Close (25ft. +5ft./2 levels)
Area: One 5’ sqare per 3 levels, no two of which can be more than 20ft apart.
Duration: Instantaneous
Saving Throw: Sometimes Reflex (Half)
Spell Resistance: Yes

Pitch and fire rises from your hand, which you fling mercilessly at your opponents.

With this spell you can throw bolts of fire that target a small area. You may aim a bolt to strike a target or aim a bolt to strike a square. With a successful ranged touch attack your bolt will strike a target creature. With a successful ranged touch attack against AC 10 your bolt will strike a square. If your attack in either case fails, your bolt hits one of eight squares surrounding your target creature or square.

If you successfully target a creature, firebolt deals 1d6 damage per caster level (max 5d6), half of which is fire, half of which is impact (bludgeoning).

If your bolt targets a square, firebolt does 1d6 fire damage per caster level (max 5d6), and any creature in the square targeted is allowed a Reflex save for half damage. Additionally, this spell causes flammable materials in the square effected to ignite; easily flammable objects (such as parchment, hay, and tapestries) do not receive a saving throw, less flammable objects (such as wood, plaster, or tarred thatch) can make a Reflex save to avoid igniting. Objects on fire take 2d4 damage per round; this damage is not protected by hardness.

The material component for this spell is a pinch of tar rolled in ashes.

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Forcast
Divination

Level: MarM 0, Druid 0, Rgr 1
Components: M, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You close your eyes and your awareness of the environment expands to include all that you can see and more; there is a storm on the horizon.

Upon completion of this spell, you gain a +20 to your next Survival check made to determine the weather in the next 24 hours. The material component for this spell is the feather of any bird.

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Gershwin's Gather
Universal

Level: Wiz/Sor Any Level, Bard Level 1-3
Components: V, S, M (focus)
Casting Time: Full-Round Action
Range: special
Area of Effect: special
Duration: until used
Saving Throw: Special
Spell Resistance: Yes

An enterprising young apprentice, Gershwin Alturan was as fascinated with gems as much as with magic. Early in his career he developed this spell not only to enhance his relatively minor magical talents, but to also have more of a reason to claim whatever gems his party came across.

The spell enchants one gem with magic energy to be used in augmenting future spells, much as certain metamagic feats do. For example, to use the Quicken Spell feat on a 1st level spell normally, you'd have to memorize the spell four levels higher, or at 5th level. With Gershin’s Gather, you can prepare ahead of time a gem with 5 levels of “spell energy” to augment any 1st level spell you choose. Any Gem to be used, but must be at least 50gps per level of energy to be stored, i.e., 5th level=250gps value minimum.*

To use this spell, the caster places one daily spell slot of any castable level into the gem instead of casting a spell of that level that day. This process is just like casting a spell, but instead of the energy manifesting itself in some fashion it is channeled and held in the gem. Using a gem to augment a spell counts as a free action, so long as the gem to be used is with in easy reach, i.e., held in a belt pouch or worn on a necklace or ring; otherwise, follow the rules for retrieving a stored item. Only one gem can be used per casting of a spell, but a gem can be combined with a spell altered by a metamagic feat.

Later in his career, Gershwin added on to his spell, by allowing the gem to release the energy with in it on its own, not combined with a spell. Used in this fashion, the caster utters a command word, and throws the gem. Upon impact, the gem explodes dealing 1d12 points of damage for every level of energy stored within it, (1d6 for 0 level). The blast radius is 15ft, and a successful reflex save (DC 15+level of energy stored) will reduce this to half damage. The restrictions on gem quality, (50gps per level) still apply, with 10gps for 0 level.

The arcane focus for this spell is the gem to be enchanted, which is consumed either when augmenting a spell, or detonating the gem.

Harden Hull
Abjuration

Level: MarM 3
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size per four levels.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)

The wood of your ship creaks as it hardens; instantly your ship is an impenetrable rock floating in the open sea.

After casting this spell, the hull, deck, and mast of the target vessel(s) gain +10 hardness.

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Imbue Undead With Spell Ability
Evocation

Level: Sor/Wiz 6, Clr 6
Components: V,S
Casting Time: Full-Round
Range: Touch
Target, Effect, or Area: Undead Touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Upon completion of this spell, you feel as if you had just cast a number of spells in rapid succession. The undead creature in front of you commands your spells now.

This spell allows you to transfer a number of your spells and the ability to cast them into a creature of the undead type. The spell grants the undead the ability to cast each imbued spell once, within the duration. Treat these imbued spells as spell-like abilities for purposes of casting, resistance, and attacks of opportunity.

Spontaneous spellcasters, such as sorcerers and favored souls, can imbue any spells they know how to cast, subject to the restrictions below. Casters who prepare spells, such as wizards and clerics, can imbue any spell they have currently prepared. In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue undead with spell ability do not stack; the latest casting overrides a previous one. There is no limit to the number of undead you can imbue.

The transferred spell’s variable characteristics (range, duration, area, and so on) are determined according to your level. For each spell you imbue, you lose access to one spell per day of the same level imbued until the imbued spell is used, dispelled, or the undead creature is destroyed. If dispelled, the imbued spell is lost just as if the undead had cast the spell.

In an anti-magic field the undead loses the ability to cast the imbued spells, but regains the spells again if it leaves the field (as long as the spell’s duration hasn’t expired). If any imbued spell requires a focus or material component, you must have it on your person when the spells are imbued and material components are consumed at that time (along with any XP cost).

Material component: a small scroll of paper upon which is written the name of the imbued spell(s).

This spell and permanency: If you cast permanency immediately after casting imbue undead with spell ability, the target undead gains the ability to cast each imbued spell once per day. You still lose the required spell slots for 24 hours. You expend 500 xp per spell level imbued. Use the following chart to determine what level spells you can make permanent according to your caster level. Once made permanent, multiple castings of imbue with spell ability do stack.

Level of Imbued Spell
Required Level for Permanency
0/1st
9th
2nd
10th
3rd
11th
4th
12th
5th
13th

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Knot/Untie
Transmutation

Level: MarM 0, Bard 0
Components: S, V
Casting Time: 1 standard action
Range: Touch
Target: Lose knot on a rope
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As you touch your finger to the loosened knot, you see it tighten as though tied by a professional.

The knot you target with this spell is “retied” as though the person who tied it had rolled a 20 on their Use Rope skill check. The knot is subject to the same forces of time and weather that will losen any knot.

The reverse of this spell will losen any knot as though the person who tied it had rolled a -20 on their Use Rope skill check.

Prophecy
Universal

Level: Arcane 9 Divine 8
Components: V, M (focus)
Casting Time: Ritual
Range: The same plane as the caster.
Duration: Untill Fullfilled
Saving Throw: none
Spell Resistance: none

With the casting of a prophecy spell, an event is foretold, and conditions are set which must occur in order for the event to take place. No specific names, places, or dates can be named in the conditions of the spell. Further, specifics such as a person’s race also cannot be plainly stated. Though specific detail can be alluded to, the purpose of prophecy is to span the ages, and since terms for times and places are fickle, such elements will cause a false prophecy. For this reason, prophecies are often cryptic and must be decoded. Naturally, the conditions set forth in the spell must equally balance the event of the prophecy (i.e. if the event is a big one, the more conditions must be met).

Prophecy differs from Wish in that it can accomplish anything, provided the difficulty of completing the circumstances is comparable to the results. The more specific the prophet is with the outcome, the less chance for error, but also the less chance for a fulfilled prophecy.

Focus: Regardless of the medium, the prophecy must be written when cast.

Example:
When the Moon runs red over a copper sea
And Wolves howl after burning knights
Azarial will be born in the wake of seven serpents.

The possible definitions of this are nearly limitless. The fact that Moon and Wolves are capitalized suggests they are proper nouns, so could be referring to individuals or groups of people, or just wolves and a moon (there would have to be multiple moons to avoid the direct naming).

Now it might have been that in the time when this prophecy was written, there was a body of water called the Copper Sea, but the prophet did not name it specifically and thus avoided the direct naming clause. Other interpretations might be a field of copper colored grain, or a lake of the molten alloy.

Seven serpents is at once both versatile and restrictive; serpents could be anything from actual snakes to winding rivers with snake-like names, but however you interpret serpents there must be seven of them.

Azarial is a proper name, but he is the result of the conditions being met, therefore he can be directly named. Likewise if the prophet wanted an entire city resurrected, he could list each person’s name, or the city as a whole.Being that he only named Azarial, it could be anything from a demon named Azarial, to a village, to a new way of warfare. Now, depending on the circumstances set, Azarial the demon might come if slaughter and chaos are the events taking place, but Azarial the angel might come if dancing and smores are what’s going on.

1) Mike “Mad Moon” Morgan, leader of Vorgan Legion, a band of outlaw-knights whose symbol is a flaming fist, is fleeing across the Henna Plains, pillaging as he goes. He is being chased by the Grey Fathers, a lawful knightly order whose symbol is a grey wolf.

During this conflict, a dwarf settlement far to the north has opened a waterway to the surface, creating seven distinct rivers that wind and twist, so they give them the names of local snake varieties. Thus Azarial is born in the communities that grow around these rivers. In this case, Azarial could be the name of a community, a dwarf-lord who unites the kingdoms, or a demon possessed half-dwarf child.

2) The great archmage Symozud has watched the heavens and manipulated events toward fulfilling this prophecy all his life. Tonight, when the Great Moon is low over Clearwater Bay, just as the sun is setting turning the water a coppery-hue and the moon a stark red, his werewolf servants will set fire to the constabulary barracks, and the seven naga clans will surface from the bay and lay waste to the city. Thus Azarial will be born in the carnage that Symozud’s massacre will bring. In this case the result would almost certainly be Azarial the demon, as the circumstances were all fulfilled intentionally, in the same location, and Symozud probably knew who he’d be birthing.

3) The great floating citadel hovered above the Tower of the Moon, blocking the sun. The elves gathered within to defend their beleaguered home saw the first waves of draconians begin to float down from above; the Kapak had come. The elven arrows found their mark more often than not, and scores of dragon-men fell from the sky, their bodies turning to coppery-acid mid air, and landing on the tower, the elves, the courtyard. When battle is joined the air becomes thick with the acrid stench of acid eating flesh and stone, the blood of the elves slicks the floors and walkways as they are slaughtered from above. Outside the elven city, the Knights of Takhisis set fire to the elven woodland, their army of worg riding goblins guarding against ambush. A few elves attempted escape by Griffon-back, but Sciron’s Seven, great dragons and their riders ruled the sky, harkening doom to all who rose above the trees. Thus Azarial is born within the sound of the dragon’s cry, and would likely also be the demon, because of the sheer carnage and chaos, but conceivably could result in Azarial, the great elven Dragonslayer.


-This spell is still uh... a work in progress. Seriously. -Sultan

Projectile Vomit
[Conjuration] (Creation) [Acid]

Level: 1 Wiz/Sor, 2 Bard
Components: V, S, M, F
Casting Time:
1 action
Range: 10ft line
Duration: Special (See Below).
Saving Throw: 1/2 Reflex
Spell Resistance: Yes

When you cast this spell you belch forth a repulsive spray of acidic vomit. As dangerous as this spell is to you, seeing the disgusted look on your enemies' faces never gets old. It's a different kind of magic when onlookers start puking.
Projectile Vomit creates a line of acid that shoots from your mouth out to the range indicatd, and deals 1d4 points of damage per caster level (max 5d4). Targets in the spells area of effect can attempt a reflex save for half damage.

For every three levels that the caster has achieved, the acid, unless somehow neutralized, (i.e.; jumping in water, protection from acid spell, etc) lasts for another round, inflicting another 1d4 points of damage each round. So at 3rd-5th level, the acid lasts two rounds, at 6th-8th level it lasts three rounds, up to four rounds at 9th level.

Any time the spell is used, the caster must make a Fortitude save (DC=15+number of times the spell has been used in the last 10 days). Failure indicates the caster suffers from severe ‘acid breath’ for one day for every point of damage inflicted in the first round. The effect on the caster is a -4 penalty to all charisma checks and skills with charisma as the relevant ability.

Additionally, each time the caster must check against a target’s spell resistance two checks are made. The first determines the success of the spell on the target, the second determines if any backlash affects the caster. If the second SR check fails, the caster suffers half the damage that would have been dealt the target, and is unable cast spells, yell or even speak above a whisper, for one day for every 3 points of damage dealt. There is no save for backlash. If the first SR check succeeds, no second one is needed.

Protect the Sails
Transmutation

Level: MarM 2, Sor/Wiz 2
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size per four levels.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (object)

The the sails of your ship snap in the wind; visibly they are unchanged, but now your magic protects them.

After casting this spell, the sails of the target vessel(s) gain Fire Resist 15 and +10 hit points. This spell can also be applied to other large collections of canvase, such as tapestries and tarps.

The material component for this spell is a pinch of brick powder.

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Sheath Tattoo
Transmutation

Level: 0Sor/Wis, 0Bard, 0Asn
Components: V, S, M
Casting Time: Ritual
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Intricate tattoos of weapons appear on your skin. You're such a badass now.

Upon casting, the chosen weapon appears as a tattoo on the recipient's skin, and will be released to the recipient's hand as a free action. The tattoo will remain for 1 hour/level of the caster who created the scroll. This spell functions for medium and small weapons only, but the same spell memorized or cast as a 1st level spell will include Large and Huge weapons. Projectile weapons can be stored with 5 shots. (i.e. 5 crossbow bolts, 5 arrows, 5 sling bullets, etc.)

Focus: An artist's rendition of the weapon to be sheathed, and the weapon itself.

This spell and permanency: You must be 9th level and expend 500 (or 1000 for a 1st level spell) XP to make this spell permanent. When Sheath Tattoo is made permanent, the recipient can "draw" his weapon once a day. The tattoo disappears after each use, but returns the next day in the same location.

Signal Flare (a.k.a Fireworks)
Conjuration (Creation, Sonic)

Level: MarM 3, Bard 3
Components: M, S, V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20 ft. radius spread.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)

A burst of light shoots forward and up at your command, then explodes in a brilliant flash of light and sound.

You blast the area with effects similar to Glitterdust and Sound Burst combined in one spell. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.

Additionally, a cloud of rainbow-colored particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks.

The material component for this spell is a pinch of phosphorous or gun powder.

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Submerge Ship
Evocation [Water]

Level: Sor/Wiz 7, MarM 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You grant the ship touched a swim speed of 60ft. The ship's speed and direction can be controlled by you as a free action. The ship itself is protected from water or pressure damage, and all interior spaces of the ship remain dry, even if a doorway or porthole is open while the ship is submerged. Any creature onbaord the ship when the spell is cast can move about the ship with ease as if it were afloat on a calm sea; this includes climbing and jumping. These creatures can breathe water for the duration of the spell and do not suffer damage from water pressure so long as they remain within ten feet of the ship. External forces, such as a storm or an angry dragon, can still jostle the ship and cause it to shake and possibly knock passangers and objects from it, but nothing falls from the ship as a result of the direction of your movement.

You can transfer control of the ship to another individual by giving that individual the miniature rudder you used as a focus to cast the spell. If the focus is ever lost or becomes unattended, the spell's duration ends.

Once the spell ends, the magic lingers for one additional round per caster level. During this time the ship ascends to the surface at a rate of 60 feet per round. If the ship is still underwater when these rounds end, it immediately sinks and its passengers and crew risk drowning.

Focus: A miniature wooden rudder inlaid with silver, worth 2,500gp.

(This spell originally appeared in Dragon magazine, issue #314) -Sultan

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Understand Object
Universal

Level: Brd 1, Sor/Wiz 2
Components: S, M
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not reveal magical functions (as identify would), only mechanical operations.

The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles.

If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful nonmagical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself.

For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face that is not revealed, since fire trap is a magical effect.

But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object.

Wall of Water
Conjuration (Creation) [Water]

Level: Drd 4, Sor/Wiz 4, MarM 4,
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. +10 ft./level)
Effect: Transparent wall of water, up to one 10-ft. cube /level (S)
Duration: 10 min./level
Saving Throw: Reflex negates, see text.
Spell Resistance: No

This spell creates a thick wall of fresh water or seawater (as selected by the caster). The water forms around objects and creatures in its area, plunging these creatues and objects underwater. A creature in the area where the water is created can make a Reflex save to move to a random side of the wall before it forms completely. This movement mus occur on the creature's next turn or it immediately suffers the full effects of being in the wall. Creatures can move through the wall of water by making Swim checks; the water itself is considered to be calm water. Any open flames in the area when the water forms are immediately extinguished. Creatures with the fire subtype take 2d6 points of damage +1 point ber caster level each round they remain partially or wholly in the wall.

Although the wall is transparent, it provides cover to any targets inside against attacks launched from outside the wall. It cannot be destroyed by physical damage, nor can it be drained to a different location. Water brought out of the wall in a container instatnly evaporates as the wall itself forms more water to replace what was removed.

Material Component: A sponge

(This spell originally appeared in Dragon magazine, issue #314) -Sultan

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