Call Rain

Conjuration (creation) [Water]
Level Sorcerer/Wizard 2
Components V,S,M
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft per level)
Area: cylinder (30ft radius, 40ft high)
Effect: This spell thins the barrier between the plane of elemental water and the plane the caster is on. Fresh water (but nothing else) streams through in an effect simlar to torrential rain (visibility is reduces to half). 10 cubic feet (62 gallons) of water come through each round for the duration of the spell. The water remains after the duration of the spell expires (this is equivilant to a layer of water about 6/10ths of an inch deep per caster level, across the area of the spell). The water automatically extingishes unprotected non magcal fires, and there is a 50% chance that protected flames will be extingished. Particularly large fires might last for some rounds, however only exceptional non-magical fires would normally survive. The effect on magical fires is left to the GMs discretion, and could range from no effect, to supression, to creation of large amounts of steam that could itself be a danger.
The rain itself otherwise poses no special risk to creatures not normally damaged by water, however creatures with the [Fire] subtype take 1D6 points of damage (max 5d6) each round that they remain in the rain, a fortitude save halves the damage. If it is unable to escape, the water that remains behind could pose a hazard (for example, mud could make terrain difficult, or in small places the water might be deep enough to create the threat of drowning, in cold areas a layer of slippery ice could be left behind.)
Duration: 1 round/level (D)
Saving throw: Fortitude for half (see text)
Spell resistance: No
Material compoent: a small quantity of water