Water Witch

Level 2 priest spell · Divination

Dowsing rods lead the priest to 2d6 gallons or more of muddy water no deeper than a foot per level.

Situations: Know · Survive

Niche — dominated by Create Water, which does the same job as well or better.

Sphere
Elemental Water
Range
Special
Components
V, M
Casting time
3 turns
Duration
Until water is found
Area of effect
Special
Saving throw
None

The priest must first find two wooden or metal rods no more than 2 feet long and ½ inch thick. One is held in each hand, level with the body, as the priest begins to walk. When water is detected, the rods are attracted to each other; they form an “X” over the spot. The sticks are only magical for the duration of the spell, and the caster is guaranteed to find any quantity of water of at least 2d6 gallons no more than 1 foot below ground/level. The water will be muddy, so each thirsty creature has to drink twice the amount normally needed. Disturbing the caster breaks the spell; the caster can abandon it at any time, as well.

Notes: Uncommon for priests of the Dark Sun setting.

Sources

  • Priest's Spell Compendium Vol 3
This spell on the AD&D 2nd Edition Wiki