AD&D 2nd Edition

Everything I have for Second Edition

Arcane Magic - 6th Level

Lower Water

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Range: 80 yards
Components: V, S, M
Duration: 5 rds/level
Casting Time: 1 turn
Area of Effect: 10 ft/level square
Saving Throw: None

The wizard casting a lower water spell causes water or similar fluid in the area of effect to sink away. The water can be lowered up to 2 feet for every experience level of the wizard, to a minimum depth of 1 inch. the water is lowered within a square area whose sides are 10 feet long per caster level. Thus, a 12th level wizard affects a volume of 24 feet x 120 feet x 120 feet, a 13th level caster a volume of 26 feet x 130 feet x 130 feet, and so on. In extremely large and deep bodies of water, such as deep ocean, the spell creatures a whirlpool that sweeps ships and similar craft downward, movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell: The creature moves at half speed and makes half the number of attacks each round. It has no effect on other creatures. The material component of this spell is a small vial of dust. Its reverse, raise water, causes water or similar fluids to return to their highest natural level: spring flood, high tide, etc. This can make fords impassable, float grounded ships, and may even sweep away bridges, at the DM’s option. It negates lower water and vice versa. The material component of the raise water spell is a small vial of water.