Waterwall

This spell causes a wall of blue-green water 10 square feet in size for every level of the spellcaster to bubble forth from the targeted area. rising through cracks in the floor, falling from the sky, or simply springing forth from the empty air. The waterwall is 20 feet high.

Creatures smaller than the height of the wall find themselves paralyzed if they attempt to move through the wall. They are unable to continue through the wall or retreat back out of the wall. Creatures larger than the height of the wall have their movement rates reduced to one-quarter of normal. Creatures who attempt to move through the wall receive no saving throws against the waterwall's paralyzing or slowing effects.

If waterwall is cast to initially incorporate a specific creature, the creature is allowed a saving throw vs. spell with a +4 bonus. Success means the creature leaped from the area of effect before the wall fully came into being.

Physical missiles cannot pass through the wall, though they can hit trapped creatures. The same is true for spells that have to travel through the waterwall to reach specific targets (including Fireball, Burning Hands, Meteor Swarm, Magic Missile, Melf's Acid Arrow, and other spells that rely on line-of-sight), though area-of-effect spells that do not rely on traveling through intervening space to their target function normally through the waterwall. Cone of Cold, Otiluke's Freezing Sphere, or similar spells instantly turn a waterwall into a Wall of Ice and inflict maximum normal damage for the initial spell (the Cone of Cold, etc.) on the creatures trapped within the waterwall/Wall of Ice. These creatures also lose any saving throw the damaging spell would normally aIlow. (For instance, Cone of Cold usually allows a saving throw for half damage. A creature trapped in the waterwall would receive no saving throw against the damage of the Cone of Cold). Trapped creatures are helpless against melee attacks as well. A Ring of Free Action negates the affects of a waterwall for its wearer.
Type of Magic
Priest
Spell Level
4th
School
Evocation
Sphere
Elemental Water
Reversible?
No
Range
90 ft.
Components
Verbal, Somatic, Material
The material components are the priest's holy symbol and a vial of water.
Duration
1 rd./level
Casting Time
7
Area of Effect
10 sq. ft./level
Saving Throw
Special

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