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Spells

Torrent of Water

This is the version published in Silk Road's Guide to Seafaring. View the existing Rules version.

3th-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a smooth stone taken from a riverbed)

Duration: Concentration, up to 1 minute

Classes: Druid, Ranger, Sorcerer A river of water flows from a point you choose within range. The point must be on the ground or in a body of water You can make the river up to 60 feet long and 10 feet wide, and the river can be shaped in any way you choose, as long as it makes a continuous path along the ground or through a large body of water. The river is considered difficult terrain, and you choose the direction the water is flowing when you cast the spell. The river lasts for the duration.

When the river appears, each creature, object, and structure within its area must make a Strength saving throw. On a failure, the target takes 2d10 bludgeoning damage and is pushed 10 feet in the direction of the water’s flow. An target that is not able to move, such as a locked door or the foundations of a building, takes double damage instead of being pushed. On a successful saving throw, the target takes half as much damage and is not pushed. A creature must make this saving throw when it enters the river for the first time on its turn, or when it ends its turn there.

Source attribution and license

Silk Road's Guide to Seafaring, printed pages 192.