Casting Time 1 standard action
Components V, S, M/DF (a handful of water)
Range Medium (100 ft. + 10 ft./level)
Effect opaque sheet of water up to 20 ft. long/level or a ring of water with a radius of up to 5 ft./2 levels; either form 20 ft. high
Duration concentration +1 round/level
Saving Throw Reflex partial; see text; Spell Resistance yes
You create an opaque, upright wall of water that blocks vision. Creatures trying to pass through the wall take 2d6 hp bludgeoning damage +1/caster level (maximum +20) and must make a Reflex save or be pushed back 5 ft. The wall deals double damage to creatures with the fire subtype.
If you evoke the wall so that it appears where creatures are, each takes damage as if trying to pass through the wall (half damage on a successful Reflex save). Each is pushed into a square of the creature’s choice adjacent to the area occupied by the wall. If any 5-ft. length of wall takes 20 hp or more of magical fire damage in 1 round, that length evaporates.
A permanent wall of water suppressed with fire becomes inactive for 10 min., then reforms at normal strength.
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.