Geyser (VH)

Area 
Causes a geyser of scalding-hot water to gush forth from the ground. 
It creates a hole equal to its radius, as set by the caster. All those within the geyser suffer 3d damage. They are automatically pushed out of the area of effect, and must make a DX-5 roll to stay afoot! 
Two seconds after the geyser starts, the water begins to fall back as spray. 
Under normal conditions, it affects an area double the radius of the original geyser. All those within this new spray area suffer 1d damage per second.

Example: A geyser of 2 yards radius is created. All those in that area suffer 3d damage. Two seconds later, all those within 4 yards, but not within 2 yards, suffer 1d of damage.

If the caster is in the geyser area, he takes normal damage, but if he is in the spray area, he is unharmed. 
The geyser must always spring from the earth; it would not work on a rooftop. If cast under unusual circumstances, it can produce interesting effects, such as a continuing stream of scalding water flowing downhill at foes, but these must be controlled by the GM.

Duration: 1 second. 
Base cost: 5 to cast. 2 to maintain. 
Time to cast: 5 seconds. 
Prerequisites: Six Water spells, including Create Spring, and either four Earth spells or four Fire spells.