Level: Sor/Wiz 5, Water 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 100 ft. by 100 ft. by 20 ft. (S) OR Target: One water elemental; see text
Duration: 10 min./level (D)
Saving Throw: None OR will negates; see text
Spell Resistance: No
Spell Points: 9
You raise your staff high, and the water retreats.
The control water spell can have several effects, depending on the version you choose.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 20 feet (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to 100 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
Hinder Water Elemental: When cast on water elementals and other water-based creatures, this spell acts as a Slow spell (Will negates) for the duration. The spell has no effect on other creatures.
With either the Lower Water or Raise Water version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Augment: For every additional spell point you spend, the following changes occur (to both the Lower Water and Raise Water versions):
The area increases by +10’ by +10’ by +2’.
The depth/rise increases by 2’.
The sides of the depression/hump increases by +10’.