Waterspout

This spell causes water to rise up into a whirling, cylindrical column. A large body of water must be present (in other words, a pond, lake, or the sea) or the spell is wasted; the magic cannot create water. A waterspout created by means of this spell is 10 feet across, rises 80 feet above the water, and requires a depth of water of at least 20 feet beneath it. If sufficient space is not available for the spout to form, the spell is wasted. If it later encounters insufficient depth after it has formed, it collapses, inflicting 4d6 points of falling damage on all beings within it as the only damage it deals in that round and ending the spell.

A waterspout is a destructive vortex of water that flails and sucks in creatures and objects it contacts and waterborne items within 10 feet of itself (below and on all sides), whirling them up to its top before flinging them free. The caster can direct the waterspout to travel horizontally 10 feet per round. It will claw along the sides of large immobile objects such as castle walls or islands that it is sent against and smash through flimsy barriers. When the spell expires, it sinks slowly down, doing no harm to creatures and items it is carrying that round.

Items struck by a waterspout must make item saving throws vs. crushing blow once per round or be shattered and destroyed. Structures and larger items may well suffer structural damage as determined by the DM.

Creatures struck by a waterspout are sucked into it the first round. They are then helplessly whirled about for 6d8 points of damage per round for two rounds; they must also make a successful saving throw vs. death magic each round or drown unless able to breathe in water by natural or magical means or hold their breath (a successful Strength and Constitution ability check each round or a successful Swimming proficiency check each round. Finally, they are flung free at the end of the next round, talking only 3d8 points of damage during this round. (They need not make saving throws vs. death magic this round.) Being flung free typically hurls a creature 100 feet or more horizontally (in the midst of a mist of water) and inflicts 6d4 points of falling damage on creatures if they land in water or a swamp or as much as 12d4 points of damage if they are hurled into trees, buildings, rocks, or other solid objects. Items still miraculously attached to a flung creature's body must make a successful saving throw vs. crushing blow when their wearer lands or be destroyed; magical items receive a +2 bonus to this saving throw. Only on the round of being flung free is a creature able to use magical means, such as an item or quick spell, to escape the effects of the waterspout.
Type of Magic
Priest
Spell Level
6th
School
Alteration, Evocation
Sphere
Elemental Water
Reversible?
No
Range
30 ft./level
Components
Verbal, Somatic, Material
The material component is a drop of water blessed by Umberlee or by a senior Umberlant in the name of the goddess.
Duration
1 turn
Casting Time
1 rd.
Area of Effect
Special
Saving Throw
Special

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