Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Wall of Water
An immobile curtain of water springs into existence in the area you designate. The wall need not be anchored on its sides, but it must touch the ground. Depending on the material component used, the wall can be composed of saltwater, freshwater, or brackish water. A wall of water is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall is immune to damage of all kinds, and is unaffected by most spells (dispel magic still affects it). Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Control water destroys a single 5-ft. section of the wall. Creatures on one side of the wall of water have total concealment from creatures on the other side. Ranged attacks made through the wall suffer a –2 penalty on attack and damage rolls. Spells can be cast successfully through the wall though it blocks vision and any spell that requires the caster to see his targets fails. Creatures can move through the wall at their normal movement rate without harm. Fire creatures or those with a weakness to water take 1d4 points of damage per 2 caster levels (maximum 10d4).
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 ft. + 1 ft. per caster level. The hemisphere functions as the curtain, but it does not deal damage to fire creatures that go through a breach.
Section 15: Copyright Notice – 101 3rd Level Spells