By employing a part water spell, the wizard is able to cause water or similar liquid to move apart,
thus forming a 20-foot-wide trough. The depth and length of the trough are
dependent upon the level of the wizard, and a trough 3 feet deep by 10 yards long is
created per level. For example, at 12th level the wizard would part water 36
feet deep by 20 feet wide by 120 yards long. The trough remains as long as the
spell lasts or until the wizard who cast it opts to end its effects. If cast under
water, this spell creates an air cylinder of appropriate length and diameter.
If cast directly on a water elemental or other water-based creature, the
creature receives 4d8 damage and must roll a successful saving throw vs. spell or
flee in panic for 3d4 rounds.
The material components for the spell are two small sheets of crystal or glass.
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