Casting Time 1 standard action
Components V, S, M (a chip of dried mud)
Range Medium (100 ft. + 10 ft./level)
Area 30-ft. radius emanation
Duration 1 round/level
Saving Throw Reflex partial (see text); Spell Resistance no
You cause the ground to tremble violently, and water erupts from newly formed cracks in the earth. Any creature standing in the area must make a Reflex save at the beginning of its turn each round or fall prone.
Creatures in the area that move faster than half its speed fall prone. Prone creatures in the area must succeed on a Reflex save to stand up. Spellcasters in the area must succeed on a concentration check (DC 15 + the spell’s level) to successfully cast a spell; failing this check causes the spell to be lost. Attacks rolls from creatures in the area take a -2 penalty and both running and charging are not possible.
Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.