Watery Travel
- SchoolAlteration
- SphereElemental Water
- ComponentsV, S, M
- RangeTouch
- Area1 creature
- Casting time5
- Duration1 turn +1 rd./level
- SaveNeg.
This spell is similar to the 5th level priest spell pass plant. The creature must immerse itself in a body of water (a lake, river, stream, or a full bath tub); the priest then casts the spell. The subject and up to 100 pounds of his or her clothing and equipment are then transformed into water. The subject remains aware of his surroundings and is able to move under his own power (though he must remain in water) for the duration of the spell. An unwilling creature is allowed a saving throw to resist the effect.
The watery individual moves at a rate of one mile per round regardless of the movement, speed, or conditions of the body of water; the creature would move across a still pond or upstream during a thunderstorm at the same rate.
The subject can use ground water to pass through seemingly dry areas. A creature that seeps into the ground or passes from a river or pond into the ground water moves one-half mile per round.
Regardless of the depth of the ground water, the watery creature retains a general sense of direction. He or she is unable to see anything, but can hear reasonably well while in water form.
When the spell expires, the creature immediately transforms into its normal form. If within a few feet of dry land, the magic thrusts it safely onto land, clothing and gear dry. A creature farther offshore must swim or be rescued by friends. A creature traveling in groundwater dies instantly. Practitioners of watery travel have been known to disappear forever.
Notes: Uncommon for priests of Cerilia, the Birthright setting.
Sources: Priest's Spell Compendium