Cleric 1
Range. 1”
Duration. Permanent
Area of Effect. Up to 27 cubic feet
Alteration (Reversible)
Components. V, S, M
Casting Time. 1 round
Saving Throw. None
When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc.
The water is clean and drinkable (it is just like rain water). Created water will last until normally used or evaporated, spilled, etc.
Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard). Note that water cannot be created within a living thing.
Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water.
The spell requires at least a drop of water to create, or a pinch of dust to destroy, water.
Druid 2
Range. 1”
Duration. Permanent
Area of Effect. Up to 1 cubic foot per CL
Alteration
Components. V, S, M
Casting Time. 1 turn
Saving Throw. None
The druid can create pure, drinkable water by means of a create water spell.
He or she creates 1 cubic foot of water for each level of experience attained. The water can be created at a maximum distance of 1" from the druid.