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AD&D Players Handbook/Database/Spells/Cleric/Part Water

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  1. 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


    1. 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.

    1. 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

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.