
Conjure Water
Spell, Enchantment, level 3
Using a little water, the caster either pelts an area with hail or raises a wall of water that bursts and sweeps people away and douses fires.
From the book
Using a small amount of water, the caster creates one of two effects. Hail of Ice pelts a 20 ft. radius area up to 100 ft. away, battering every creature there for 1-6 for each level of ability; a save vs Dexterity halves it.
Wall of Water raises a wall as tall as 10 ft. and as long as 20 ft., within 100 ft., that bursts the moment it forms. Every creature of 400 lbs. or less within 10 ft. is swept 10-40 ft. in a random direction, and anyone who fails a save vs Dexterity is also knocked down. The wall can also be used to douse flames, magical or not.
At a glance
- Hail of Ice
- Range 100 ft.; 20 ft. radius; 1-6 per caster level (save vs Dexterity for 1/2)
- Wall of Water
- 10 ft. high, 20 ft. long, range 100 ft.; bursts, sweeping creatures of 400 lbs. or less within 10 ft. 10-40 ft.; failed save = knocked down; extinguishes flames
- Components
- A small quantity of water
- Save
- vs Dexterity, as stated
- Spell type
- Variable, as stated
A scene
Makara sea-devils swarmed up the side of the Ebony Dolphin trading ship and onto the deck, and the ship's magician, a Nubian named Kofi, snatched a cup of water from the cook's barrel. He hurled its contents at the boarders. The water grew in mid-air into a wall higher than a man, then burst, sweeping across the deck in a roaring green wave. Makara went flying over the rail and into the sea. Two fetched up against the mast, knocked flat but still aboard. The crew fell on them with boathooks.