AD&D Players Handbook/Database/Spells/Cleric/Part Water: Difference between revisions
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Latest revision as of 16:22, 27 August 2026
- Part Water
| Class | Cleric |
|---|---|
| Spell level | 6 |
| School | Alteration |
| Reversible | No |
| Range | 2"/level |
| Duration | I turn/level |
| Area of Effect | special |
| Components | V, S, M |
| Casting Time | I turn Soving Throw: None Level: 6 |
| Saving Throw |
- Description
By employing a port water spell, the cleric is able to cause water or similar liquid to move aport, thus forming a trough. The depth and length of the trough created by the spell is dependent upon the level of the cleric, and a trough 3' deep by 1' by 2" (20' or 20 yards) is created per level, i.e. at 12th level the cleric would port water 36' deep by 12' wide by 24" (240' or 240 yards) long. The trough will remain as long as the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel magic The material component of this spell is the cleric's religious symbol.
- Source
Supplied Players Handbook PDF, PDF page 52. Original printed page is approximately 50 for this portion of the scan. Source column: R.
OCR source record
[edit]Components: V, S, M Casting Time: I turn Soving Throw: None Level: 6 Range: 2"/level Duration: I turn/level Area of Effect: special Explanation/Description: By employing a port water spell, the cleric is able to cause water or similar liquid to move aport, thus forming a trough. The depth and length of the trough created by the spell is dependent upon the level of the cleric, and a trough 3' deep by 1' by 2" (20' or 20 yards) is created per level, i.e. at 12th level the cleric would port water 36' deep by 12' wide by 24" (240' or 240 yards) long. The trough will remain as long as the spell lasts or until the cleric who cast it opts to end its effects (cf. dispel magic The material component of this spell is the cleric's religious symbol.