Alteration [water]
Cleric Version
Level Cleric 6
Components V, S, M (DF)
Casting Time 10 rounds
Range 60-ft. per caster level
Area of Effect A trough up to 3 ft deep by 1 ft. wide by 60 ft. long per caster level
Duration 5 rounds per caster level (D)
Save nil
Magic-user Version
Level Magic-user 6
Components V, S, M
Casting Time 6 segments
Range 30-ft. per caster level
Area of Effect A trough up to 3 ft deep by 1 ft. wide by 60 ft. long per caster level
Duration 5 rounds per caster level (D)
Save nil
The caster creates a channel in liquid.
Once cast, a channel forms in liquid, the dimensions based on caster level.
If there is a current, the liquid continues to flow around the channel unless the channel reaches a non-liquid surface and fully bisects the liquid. In this case, the liquid continues to flow, magically transporting from one side to the other (ie. one side won't dam up while the other drains away).
Assuming the tough does not reach a non-liquid surface, the surface of the liquid in the trough is calm, although the current may be strong.
A ship caught in a tough or one that enters a trough won't suffer damage (assuming the trough does not reach the bottom of the waterway), but cannot escape the trough. Ships can damage each other if they collide. It's typically not possible for a watercraft larger than a canoe or similar vessel to skirt the edge of the trough without being drawn in.
When the spell ends, the trough magically disappears. If the bottom of the trough is liquid, anything in the area of effect is relocated to the surface of the liquid. If the bottom of the trough is not liquid, the liquid crashes into the space possibly causing damage (effects are per the GM based on the amount of liquid being displaced).
Material Components. Magic-user. Two small sheets of crystal or glass. Cost/Scarcity. 10 gp/Very rare.
Known Substitutions. None.