Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure a 5-foot-thick wall of seawater up to 80 ft. long with a powerful current flowing toward one side of the wall, selected by you; a creature attempting to swim against this current must spend 20 feet of movement to enter an area covered by the wall. Alternatively, a creature who swims with the current is propelled 20 feet from the wall.

A creature that begins its turn in the wall is ejected in the direction just before it acts. The wall provides half-cover against attacks from out of the water. The water and the currents deflect physical ranged attacks into or through the wall, unless the weapon used is exceptionally massive (such as a siege engine). A creature submerged in the wall takes the usual penalties for underwater combat. The wall blocks the passage of gases and liquids and prevents water from mixing at its edges.

* - (a bit of coral)

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Wizard (Legacy)

AlexanderGan

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