Waterwall (Priest Spell)

==Faiths & Avatars Text==
This spell causes a wall of blue-green water 10 square feet in size for every level of the spellcaster to bubble forth from the targeted area, rising through cracks in the floor, falling from the sky, or simply springing forth from the empty air. The waterwall is 20 feet high.
Creatures smaller than the height of the wall find themselves paralyzed if they attempt to move through the wall. They are unable continue through the wall or retreat back out of the wall. Creatures larger than the height of the wall have their movement rates reduced to one-quarter of normal. Creatures who attempt to move through the wall receive no saving throws against the waterwall's paralyzing or slowing effects.
If waterwall is cast so as to initially incorporate a specific creature, the target is entitled to a saving throw vs. spell with a +4 bonus. A successful saving throw indicates that the target leaped from the area of effect before the wall fully came into being.
Creatures trying to fire missile weapons through the wall find their efforts wasted. All of their shots miss targets on the other side of the waterwall (though they may hit trapped creatures). The same is true for spells that have to travel through the waterwall to reach specific targets (including fireball, burning hands, meteor swarm, magic missile, Melfs acid arrow, and other spells which rely on line-of-sight), though area-of-effect spells that do not rely on traveling through intervening space to their target function normally through the waterwall. Cone of cold, Otiluke's freezing sphere, or similar spells instantly turn a waterwall into a wall of ice and inflict maximum normal damage for the initial spell (the cone of cold, etc.) to the creatures trapped within the waterwall/wall of ice. These creatures also lose any saving throw the damaging spell would normally carry. (For instance, cone of cold usually allows a saving throw for half damage. Creatures trapped in the waterwall would receive no saving throw vs. the damage of the cone of cold.)
A successful melee attack against a creature trapped in a waterwall reduces the target to 0 hit points, just as if the target were helpless, unaware, or incapacitated by a hold person spell. A ring of free action negates the affects of a waterwall for its wearer.
The material components for this spell are the priest's holy symbol and a vial of water.
==Priest's Spell Compendium Text==
This spell causes a wall of blue-green water 10 square feet in size for every level of the spellcaster to bubble forth from the targeted area, rising through cracks in the floor, falling from the sky, or simply springing forth from the empty air. The waterwall is 20 feet high.
Creatures smaller than the height of the wall find themselves paralyzed if they attempt to move through the wall. They are unable continue through the wall or retreat back out of the wall. Creatures larger than the height of the wall have their move­ment rates reduced to one-quarter of normal. Crea­tures who attempt to move through the wall receive no saving throws against the waterwall's paralyzing or slowing effects.
If waterwall is cast to initially incorporate a spe­cific creature, the creature is allowed a saving throw vs. spell with a +4 bonus. Success means the creature leaped from the area of effect before the wall fully came into being.
Physical missiles cannot pass through the wall, though they can hit trapped creatures. The same is true for spells that have to travel through the waterwall to reach specific targets (including fireball, burning hands, meteor swarm, magic missile, Melf's acid arrow, and other spells that rely on line-of-sight), though area-of-effect spells that do not rely on traveling through intervening space to their target function normally through the water-wall. Cone of cold, Otiluke's freezing sphere, or similar spells instantly turn a waterwall into a wall of ice and inflict maximum normal damage for the initial spell (the cone of cold, etc.) on the creatures trapped within the waterwall/wall of ice. These creatures also lose any saving throw the damaging spell would normally allow. (For instance, cone of cold usually allows a saving throw for half damage. A creature trapped in the waterwall would receive no saving throw against the damage of the cone of cold). Trapped creatures are helpless against melee attacks as well. A ring of free action negates the effects of a waterwall for its wearer.
The material components are the priest's holy symbol and a vial of water.
Notes: Granted by Istishia the Water Lord of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells