Rushing Waters

Spell Compendium (Sc)Updated Supplementals (3.5)

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.