Globe of Choppy Water

Clr/Ora 4, Drd 4, Shm 4, Sor/Wiz 4, Wtc 4
Casting Time:
1 standard action
20-foot emanating spread centered on you
1 min./level (D)
Saving Throw:
See below
Spell Resistance:
See below

This spell disrupts an area of water, making it rougher and choppier. The DC for Swimming checks and other checks made by vessels or creatures in the area of effect increases by +5. Damage dealt by mundane and magical water effects and movement caused by water may increase, and attack rolls and combat maneuver checks may change.

Water elementals in the area of effect must make a Fortitude save or take 2d6 damage. If they exit and re-enter the area, they must make another save. You cannot use this spell offensively; forcing the barrier against a water elemental strains and collapses the spell.

Globe of Choppy Water counters and dispels Globe of Tranquil Water.

Material component: A handful of sand.