Rushing Waters
Rushing Waters is a D&D 3.5 spell (Conjuration (Creation)) from Sc. On class lists for Druid (Level 4), Druid Variant (Level 4), Druidic Avenger (Level 4). Range or area: Medium (100 ft. + 10 ft./level); Saving throw: None (see text); Duration: Instantaneous; Casting time: 1 standard action.
- School
- Conjuration (Creation)
- Casting Time
- 1 standard action
- Components
- V, S, DF
- Range
- Medium (100 ft. + 10 ft./level)
- Area
- 15 ft. radius spread
- Duration
- Instantaneous
- Saving Throw
- None (see text)
- Spell Resistance
- No
You invoke the powers of nature, and a great fountain rises up before you, sending waves in all directions.
Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 5 feet directly away from the spell’s point of origin, plus an additional 5 feet for every 5 points by which the wave’s check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone.
The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.