Calm Water

Level 5 priest spell · Alteration

Stills natural and magical disturbance in a 120-ft. sphere of water, driving out weaker water creatures, a turn per level.

Situations: Survive · Protect · Counter

Niche — narrow: the situation it serves seldom comes up.

Sphere
Elemental Water
Range
0
Components
V, S, M
Casting time
8
Duration
1 turn/level
Area of effect
120-ft. diameter sphere
Saving throw
Special

This incantation inhibits natural or magical disturbances in water within its area of effect. Aquatic or water-based creatures with fewer Hit Dice than the caster's level flee the area if possible, and water-based creatures (water weirds, elementals, etc.) of this type cannot form. Aquatic and water-based creatures whose Hit Dice equal or exceed the caster's level must make a successful saving throw vs. spell to form, then save each round to operate in the affected area. The effect moves with the caster. (Note that while this spell would calm the waters of a hurricane, it would not affect the gale-force winds.)

The material component is a drop of oil.

Notes: Very rare spell. (Updated from Polyhedron Newszine.)

Sources

  • Priest's Spell Compendium Vol 1
This spell on the AD&D 2nd Edition Wiki