(Reversible)
Alteration [water]
Cleric Version
Level Cleric 4
Components V, S, M (DF)
Casting Time 10 rounds
Range 120-ft.
Area of Effect 10-ft. by 10-ft. area per caster level (squared)
Duration 10 rounds per caster level
Save nil
Magic-user Version
Level Magic-user 6
Components V, S, M
Casting Time 10 rounds
Range 80-ft.
Area of Effect 5-ft. by 5-ft. area per caster level (squared)
Duration 5 rounds per caster level
Save nil
This spell causes water in the area of effect to lower by a percentage of of total depth.
The area of effect is per caster level squared: e.g. a 10th level caster affects an area of 100-ft. by 100-ft.; An 11th level caster affects an area of 110-ft. by 110-ft. The spell's area is not shapeable (i.e. square only).
This spell affects water or similar liquids (fresh water, salt water, acid, blood, etc.; e.g. not lava). Liquid in solid form is unaffected.
The liquid in the area of effect will lower by 5% per caster level, based on current depth. e.g. If the caster is 10th level, depth is reduced to 50%: A 10-ft. depth becomes 5-ft. A 100-ft. depth becomes 50-ft.
If cast in area larger than the area of effect, surrounding liquid is magically kept from filling the area in. In very large bodies of water this could appear to create a deep depression.
Any water craft caught in the area can become trapped in the area. Any water craft on the edge of the area has an equal chance to be trapped or outside of the area.
No damage is done to creatures or water craft for being in the area when the spell is cast (while fast, the sinking action is very stable).
However, if cast in the path of a water craft unable to turn in time, damage to the craft or occupants could be significant if the depth is further than 10-20 feet (per the GM). The "walls" are not perfectly 90 degrees but very steep. Note that due to the casting time and range, it is very difficult to perfectly time and place the spell. If used during a fog, the GM may give a water craft a chance of noting the phenomena and avoiding it.
Creatures swimming in the area (whether on the surface or under water) descend with the water which causes their movement to stop during the round the spell takes effect. If the depth is not great, underwater creatures could become exposed and possibly trapped if unable to swim.
Material Components. A pinch of dust. The component is consumed in the casting of the spell. Cost/Scarcity. Free/Common.
Known Substitutions. None.
Alteration [water]
Cleric Version
Level Cleric 4
Components V, S, M (DF)
Casting Time 10 rounds
Range 120-ft.
Area of Effect 10-ft. by 10-ft. area per caster level (squared)
Duration 10 rounds per caster level
Save nil
Magic-user Version
Level Magic-user 6
Components V, S, M
Casting Time 10 rounds
Range 80-ft.
Area of Effect 5-ft. by 5-ft. area per caster level (squared)
Duration 5 rounds per caster level
Save nil
This spell causes water in the area of effect to rise.
The area of effect is per caster level squared: e.g. a 10th level caster affects an area of 100-ft. by 100-ft.; An 11th level caster affects an area of 110-ft. by 110-ft. The spell's area is not shapeable (i.e. square only).
This spell affects water or similar liquids (fresh water, salt water, acid, blood, etc.; e.g. not lava). Liquid in solid form is unaffected.
If cast in an area under the effect of a lower water, the lower water effect will be dispelled and the water will rise as per below.
The liquid in the area of effect will rise by 1-ft. per caster level.
If cast in area larger than the area of effect, liquid is magically kept from spilling away. In very large bodies of water this could appear to create a dome of water. Note that existing currents continue to flow and this spell may allow water to flow over existing barriers.
Any water craft caught in the area can escape by heading off the dome. Typically, the angle of decent will not cause damage (but could be distracting for the crew).
No damage is done to creatures or water craft for being in the area when the spell is cast (while fast, the rising action is very stable).
However, if cast in the path of a water craft unable to turn in time, some damage to the craft or occupants could be occur if the rise is further than 10 feet (per the GM) due to hitting what would feel like a massive wave. Note that due to the casting time and range, it is very difficult to perfectly time and place the spell. If used during a fog, the GM may give a water craft a chance of noting the phenomena and avoiding it.
Creatures swimming in the area (whether on the surface or under water) ascend with the water which causes their movement to stop during the round the spell takes effect.
Material Components. A vial of water. The component is consumed in the casting of the spell. Cost/Scarcity. Free/Common.
Known Substitutions. None.