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Raise The Waters

Raise The Waters

Raise The Waters

Tradition: Hydromancy

Rank: Master

Castings: 1

Duration: 1 hour

You either fill the target spaces with water or turn the ground in the spaces into a soupy morass.

If you fill the spaces, water rises in each until it becomes completely filled. The magic holds the water in these spaces for the duration. When the effect ends, water rushes out of the target spaces, spreading out 25 yards from each across the ground in all directions. Each creature and unsecured object in a space adjacent to a target space takes 3d6 damage and makes a Strength roll. On a failure, the creature takes an extra 4d6 damage and is pushed 5 yards in the direction the water moves and then falls prone. The water douses all exposed flames within 30 yards of the target spaces.

If you turn the ground into a morass, earth, sand, and stone in each target space become slippery, wet mud down to a depth of 3 yards for the duration. Any creature or object on the surface sinks to the bottom. To get out, a creature can swim to the space's edge.

If there's an open space within 5 yards under the target spaces, the mud breaks through and drains into the space below until it fills the volume of that space or is drained completely. The draining mud carries with it any creatures and objects on the ground in the target space when you cast this spell.

If you target spaces on a surface overhead, the mud falls, crashing down and dealing 7d6 damage to everything underneath it. A creature makes a Strength roll. On a success, it takes half the damage. On a failure, the creature falls prone.

Depending on where you cast this spell, you might damage struc tures, or cause bridges to collapse, walls to topple, and even buildings to slide, as the Sage adjudicates.

The mud gradually dries until it returns to its normal consistency.