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Lower Water (Raise Water) in Advanced Dungeons & Dragons

Lower Water (Raise Water)

Name
Lower Water (Raise Water)
Type of Magic
Priest
Spell Level
4th
School
Alteration (House Publius)
Sphere
Elemental ​Water​
Reversible?
Yes
Range
360 ft.​
Components

Material, Somatic, Verbal

The material components of this spell are the priest's holy (or unholy) symbol and a pinch of dust.

Duration
​1 turn/level
Casting Time
​1 turn ​
Area of Effect
​Special
Saving Throw
None
Effects
The lower water spell causes water or similar fluid in the area of effect to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet for every experience level of the priest. The water is lowered within a square area whose sides are 10 feet long per caster level. Thus, an 8th-level priest affects a volume up to 16 feet x 80 feet x 80 feet, a 9th-level caster affects a volume up to 18 feet x 90 feet x 90 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half its usual number of attacks each round. The spell has no effect on other creatures. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges at the DM's option. It negates lower water and vice versa.

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