Flash Flood

''You open a gateway to the elemental planes, conjuring forth a powerful wave of water, which floods the land. The flood is accompanied by the roars of the raging sea.''

This spell is most effective in a river or stream's flood plain, or another contained area, such as a twisted canyon in a mountain pass, in rocky badlands terrain, or even a dried–out riverbed.


 * Flood Plain If cast in a river or stream's flood plain, flash flood causes the river to overflow its banks as its level rises 40 feet from the current level with fast–moving water. You choose a point of the river. From that point to a mile upstream and a mile downstream, the river's flood plain becomes full with water. All creatures caught in the flood must make successful Swim checks (DC 20) or go under. Each round underwater, a victim suffers 1d8 points of nonlethal damage from battering. If a creature stays afloat, it must continue to make a Swim check every round. After 5 successful Swim checks, the creature successfully reaches the bank of the fast–flowing river. The flood carries creatures along with it downstream until it empties into a larger channel, or a distance of 10 miles (in which case the flood has run its limit), whichever occurs first. Creatures caught in the flood are carried at a speed of 90 feet per round.
 * Outside a Flood Plain This spell is far less devastating in an open plain. Water pours from the sky, seemingly out of nowhere, absolutely drenching a 100–foot–radius area and reducing visibility to 10 feet. Tiny creatures are swept off their feet and must make a Swim check (DC 10) each round to stay afloat; Small and Medium creatures are checked, and verbal communication is impossible for the duration of the storm (1 minute per caster level). All fires within the area of effect are instantly quenched, and fire spells such as fireball are impeded (as if underwater).