Character Options
Spells
Call the Flood
Spells
Call the Flood
The caster cracks open a rift into the Elemental Plane of Water, allowing for a furious flood to come crashing through.
School conjuration (calling) [water]; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M
Range long (400 ft + 40 ft/lvl)
Target 30x30 feet square portal at the designated location
Duration 1 round + concentration for the portal; water remains
Saving Throw special (see below); Spell Resistance no
During the first round of effect, a cone of fast-moving water 40 feet long and 20 feet wide emerges from the rift, growing 40 feet forward and 20 feet sideways every following round the caster manages to sustain the spell (DC 16 Concentration check. For every additional round, the DC increases by 1). Any creature of size Large or smaller caught by the flood is dragged 20 feet per round by the water unless succeeding at a DC 22 Swim or Strength check every round. If dragged, a DC 15 Swim or Strength check every round is needed to avoid getting swallowed under, receiving 1d3 points of nonlethal damage if failed (or 1d6 if the flood drags the character over difficult terrain such as rocks and rubble). Unattended object weighting 1,000 pounds or less are dragged freely by the current, while those weighting 5,000 or less will be pushed away 10 feet per round. Solid structures that cannot be moved will instead receive 1d10 points of damage per round. At the DM’s discretion, if the flood is released on a very large open space, such as a plain, it begins losing strength beyond the 400 feet in length and 200 feet in width, no longer dragging characters and heavy objects, not dealing more damage to structures. The caster must choose the direction in which the rift will face, as that will be the direction the flood will take. Even after the spell ends, the current will continue to affect everything on its way for 1d4 additional rounds. Since the spell opens a conduct into a random point of the Elemental Plane of Water, there is always the danger of accidentally pulling a creature through the rift, which will attack the closest thing to them. Every round, roll a d% and check the following table:
| Roll | Creature(s) |
|---|---|
| 1-80 | Nothing (just water) |
| 81-90 | 1d10 Small Water Elementals |
| 91-96 | 1d4 Medium Water Elementals |
| 97-99 | 1d2 Large Water Elementals |
| 100 | 1 Huge Water Elemental |
Material Component: A 5-by-5 inches piece of crystal with a cost of 50 gold pieces which the caster must smash with a tiny silver hammer costing 250 gold pieces (the hammer is not lost and may be reused).
| Additional Ratings |
|
| Balance: |
( 3 Votes ) |
| Utility: |
( 3 Votes ) |
| Clarity: |
( 3 Votes ) |
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