Blue Mountain
Part Water
Realm:Elemental
Name:Part Water
Spell Level:6
Rarity:Uncommon
Range:20 yards/rank
Duration:10 minutes/rank
Area of Effect:Special
Components:V,S,M
Casting Time:5 minutes
Saving Throw:None
Elemental: Water

By employing a part water spell, the priest is able to cause water or similar liquid to move apart, thus forming a trough. The depth and length of the trough created by the spell depends on the rank of the priest. A trough 3 feet deep per rank, by 30 yards wide, by 20 yards long per rank is created. Thus at rank 12, the priest would part water 36 feet deep by 30 yards wide by 240 yards long. The trough remains as long as the spell lasts or until the priest who cast it opts to end its effects. Existing currents appear to flow through the parted water, although swimming creatures and physical objects such as boats do not enter the rift without strenuous and deliberate effort. If cast underwater, 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 suffers 64 points of damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.

The material component of this spell is the priest's holy symbol.