This brings into effect an immobile wall of continuously churning water that looks very much like a tidal wave stuck in place. The wave does no damage unless someone attempts to pass through it. If a creature attempts to pass though it, they must make a Magic Save. Is successful, target passes through the wall with no damage. If unsuccessful, the effects depend on the casters rank. At ranks 1-10, the target cannot pass through the wall. At rank 11 or higher, the target gets sucked into the wall and takes 1d4 damage (+1 per 3 ranks) per round until they are able to free themselves of the wall. To free themselves of the wall, they must roll their STR + DEX or less on percentile. If the target frees themselves of the wall, they have a 50% chance of landing on either side of the wall. They have no say in where they land.
The mage may create a wall 2 feet thick, 10 feet tall and 20 feet long or a ring 2 feet thick, 10 feet tall with a 5 foot radius or a pillar 15 feet high and 4 feet thick formed of water. He may increase any dimension by 2 feet per rank. This spell may not be cast on top of a creature. |