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Part Water

Name
Part Water
Type of Magic
Priest
Spell Level
6th
School
Alteration (House Publius)
Sphere
Elemental ​Water​
Reversible?
No
Range
60 ft./level​
Components

Material, Somatic, Verbal

The material component of this spell is the priest's holy symbol.

Duration
1 turn/level ​
Casting Time
​1 turn ​
Area of Effect
​3 ft./level x 60 ft./level x 90 ft.
Saving Throw
None
Effects
​By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the level of the priest. A trough 3 feet deep per caster level, by 30 yards wide, by 20 yards long per level is created. Thus at 12th level, the priest would part water 36 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature suffers 48 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds. ​

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