If the campaign is set underwater, rather than on the surface...
Flood won't do much, since the spell only affects the level of the surface of the water, so no effect any deeper.
Part Water won't do much, since it only creates a trench, not a tunnel.
Redirect Flow would work within the cube, but any creatures they meet are likely to have a swim speed, so the water flowing in a different direction isn't going to hamper them.
Whirlpool reads like it only affects 25 feet below the surface of the water, so no effect any deeper.
Problem is it’s an underwater cavern that is 100 ft high. If you part water and the trench is 100 ft tall. You basically ruin everything.
if ten minutes is too long to have water vacated from your 100x100x100ft area, have you considered having a 101x101x101ft area? oops, water is flowing in as fast as it's parting. additionally, this is still occurring underwater as i understand it and therefore there's really no air to replace the "parted" water so it fails to do more than swirl around view-obstructing silt.
but if you're married to the interpretation that 'parting' within the cavern dry docks your encounter but you're prepared enough to see it coming, then i would make two additions. first, something chained from the ceiling (probably cages of bones) with obvious valuable stuff inside (undecayed scrolls, the ghost of a king beckoning, etc) which they would be unable to reach if they removed the water. it doesn't have to be really well thought out since going up there is likely to put them in the open for your badguys to notice and even after that it'll just be a minor reward. oh, and second have the mage walk through some sticky kelp. later when they're keeping concentration on this spell you have the toxins in the kelp suddenly kick in and begin to numb/burn/itch/writhe causing repeated constitution checks.
oh, and a distant third: since it's underwater and there's assumed to be no sufficient source of air to fill the trench, then you might easily say the spell effect resists being accomplished in one action. make it slow and spread it out over a number of actions. or, hell, let it be fast... but first, look up a video on 'mantis shrimp punch,' 'physics of cavitation,' and (why not?) 'railroad tank car vacuum implosion.' aftermath would likely fall somewhere unrecommended on the scale between whirlpool effect's "2d8 bludgeoning damage" and "rocks fall, everyone dies."
...maybe circle back to my original 'no, that spell effect fails' and see if they'd rather try breaking some other spell instead. lightning, maybe.
Problem is it’s an underwater cavern that is 100 ft high. If you part water and the trench is 100 ft tall. You basically ruin everything.
The Part Water section says " separated water forms a wall to either side". But if it is an enclosed area, then there's no place on the sides for the water to go.
I don't know the specific encounter that you're concerned about, or what creatures might be in that area, but Control Water seems to work best on the surface of a river, ocean, etc.
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Insert annoyed rant here.
If the campaign is set underwater, rather than on the surface...
Flood won't do much, since the spell only affects the level of the surface of the water, so no effect any deeper.
Part Water won't do much, since it only creates a trench, not a tunnel.
Redirect Flow would work within the cube, but any creatures they meet are likely to have a swim speed, so the water flowing in a different direction isn't going to hamper them.
Whirlpool reads like it only affects 25 feet below the surface of the water, so no effect any deeper.
Problem is it’s an underwater cavern that is 100 ft high. If you part water and the trench is 100 ft tall. You basically ruin everything.
if ten minutes is too long to have water vacated from your 100x100x100ft area, have you considered having a 101x101x101ft area? oops, water is flowing in as fast as it's parting. additionally, this is still occurring underwater as i understand it and therefore there's really no air to replace the "parted" water so it fails to do more than swirl around view-obstructing silt.
but if you're married to the interpretation that 'parting' within the cavern dry docks your encounter but you're prepared enough to see it coming, then i would make two additions. first, something chained from the ceiling (probably cages of bones) with obvious valuable stuff inside (undecayed scrolls, the ghost of a king beckoning, etc) which they would be unable to reach if they removed the water. it doesn't have to be really well thought out since going up there is likely to put them in the open for your badguys to notice and even after that it'll just be a minor reward. oh, and second have the mage walk through some sticky kelp. later when they're keeping concentration on this spell you have the toxins in the kelp suddenly kick in and begin to numb/burn/itch/writhe causing repeated constitution checks.
oh, and a distant third: since it's underwater and there's assumed to be no sufficient source of air to fill the trench, then you might easily say the spell effect resists being accomplished in one action. make it slow and spread it out over a number of actions. or, hell, let it be fast... but first, look up a video on 'mantis shrimp punch,' 'physics of cavitation,' and (why not?) 'railroad tank car vacuum implosion.' aftermath would likely fall somewhere unrecommended on the scale between whirlpool effect's "2d8 bludgeoning damage" and "rocks fall, everyone dies."
...maybe circle back to my original 'no, that spell effect fails' and see if they'd rather try breaking some other spell instead. lightning, maybe.
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The Part Water section says " separated water forms a wall to either side". But if it is an enclosed area, then there's no place on the sides for the water to go.
I don't know the specific encounter that you're concerned about, or what creatures might be in that area, but Control Water seems to work best on the surface of a river, ocean, etc.