Raging Tempest (Water Sphere)

School transmutation [water]; Level vicar 20; Sphere water

___________________________________________________________________________________________________

CASTING                                                                                                                                                                                               


Casting Time 1 minute

Components V, S, DF

___________________________________________________________________________________________________

EFFECT                                                                                                                                                                                                  


Range long (400 ft. + 40 ft./level)

Area 1-mile-radius (see text)

Duration 1 hour/level (D)

Saving Throw none; see text; Spell Resistance no

___________________________________________________________________________________________________

DESCRIPTION                                                                                                                                                                                       


When you cast the spell, twenty columns of water spring up from the ground as a powerful rainstorm hits the area. Each column of water functions as a geyser spell, but the effect lasts for 10 minutes and deals no fire damage. The torrential downpour slows travel and turns dirt roads into quagmires. This reduces visibility by three-quarters, resulting in a -8 penalty on Perception checks; this storm renders ranged weapon attacks impossible (with the exception of siege weapons, which take a -4 penalty on attack rolls), automatically extinguishes unprotected flames and has a 50% chance to extinguish protected flames (such as from lanterns). The speed of any traveler is also cut in half, due to poor visibility, mud, and the like. The rainstorm continues until the end of the spell.


During the first hour, water levels in the area rise by 2 feet, and increase by 6 inches every hour thereafter, up to a maximum of 6 feet. Wind speed is considered strong (30 mph).


During the second hour, the area is hit by a swell, a gentle 5-foot-high wave that undulates across the area and lasts until the end of the spell (as the swell effect of the world wave spell). At the end of the second hour, wind speed increases to severe (50 mph).


During the third hour, a 30-foot-high tidal wave of water hurtles across the landscape that lasts for 1 round per level (as the tsunami effect of the world wave spell). This tsunami effect repeats itself every three hours thereafter until the end of the spell. At the end of the third hour, wind speed increases to windstorm levels (70 mph).


Regardless of its form or composition, the wave is 10 feet high, extends 10 feet in front and behind, and 5 feet per level to the left and right. You can choose to ride the wave as described in the world wave spell description.


At the end of the spell, the wind dies down to light (5 mph), and water levels reduce by 2 feet every hour, until it completely abates.