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Spells
Player’s Handbook
-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range
Create or Destroy Water
Legacy
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Spells
Basic Rules (2014)
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Create or Destroy Water 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration
: Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Create or Destroy Water 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration
: Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Create or Destroy Water Level 1 Transmutation (Cleric, Druid) Casting Time: Action
Range: 30 feet
Components: V, S, M (a mix of water and sand)
Duration: Instantaneous
You do one of the
there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Create or Destroy Water Level 1 Transmutation (Cleric, Druid) Casting Time: Action
Range: 30 feet
Components: V, S, M (a mix of water and sand)
Duration: Instantaneous
You do one of the
there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range. Using a Higher-Level Spell Slot. You create
Monsters
Monster Manual
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Spells
Player’s Handbook
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted
Monsters
Monster Manual
one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Create or Destroy Water, Detect Evil and Good, Detect Magic
Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Magic Items
Dungeon Master’s Guide
Kas was a powerful warrior who served Vecna and whose loyalty was rewarded with this sword. As Kas’s power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Magic Items
Dungeon Master’s Guide
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Magic Items
Dungeon Master’s Guide
)
Ring of Elemental Command (Water);Water
Create or Destroy Water (1 charge), Ice Storm (2 charges), Tsunami (5 charges), Wall of Ice (3 charges), Water Walk (2 charges)
Magic Items
Dungeon Master’s Guide
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
Destroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC
Magic Items
Forgotten Realms: Adventures in Faerûn
can hover.
Spells. You can cast these spells with the crystal (spell save DC 18): Create or Destroy Water, Enlarge/Reduce, Invisibility (targeting yourself only), and Major Image.
Aura of Cold. The
Monsters
Forgotten Realms: Adventures in Faerûn
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Create or Destroy Water, Detect Magic, Major Image
2/Day Each: Control Water (Flood, Part Water, or Redirect Flow
Monsters
Princes of the Apocalypse
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B):
At will: shape water*
1/day: create or destroy water
Marid
Legacy
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Monsters
Monster Manual (2014)
with spell attacks). It can innately cast the following spells, requiring no material components:
At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
Monsters
Eberron: Rising from the Last War
, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Monsters
Out of the Abyss
following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots
Monsters
Locathah Rising
spells, requiring no material components:
At will: command, create or destroy water3/day each: control water, darkness, water breathing, water walk1/day each: Evard's black tentacles, lightning
Kraken Priest
Legacy
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Monsters
Volo's Guide to Monsters
":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: command, create or destroy water
3/day each: control water
Magic Items
Basic Rules (2014)
equal to your walking speed.
You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Monsters
Locathah Rising
","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells:
At will: shape water
1/day: create or destroy water
Spellcasting. Shoalar is a 7th-level spellcaster
Monsters
Strixhaven: A Curriculum of Chaos
ability (spell save DC 15):
At will: minor illusion
2/day each: control water, create or destroy water, mage armor, stone shape
1/day: wall of iceProfessors of perfection combine elemental magic
Demiplane
Legacy
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Spells
Basic Rules (2014)
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a
demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there
Monsters
Locathah Rising
"} to hit with spell attacks). She can innately cast the following spells, requiring no material components:At will: command, create or destroy water3/day each: control water, darkness, water
Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
The githyanki were motivated
pacifists by nature, they share the githyanki’s racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.
If the two races were ever to team up
Monsters
Mordenkainen Presents: Monsters of the Multiverse
harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world
searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
Cleric
Legacy
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Classes
Basic Rules (2014)
.
Creating a Cleric
As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section
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Destroy Undead (CR 1/2)
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
Monsters
Spelljammer: Adventures in Space
":"Spit Fire","rollDamageType":"fire"} fire damage.Evil spellcasters create murder comets by combining the essence of earth elemental;earth elementals with that of fire elemental;fire elementals. A
, and other unsuspecting targets to destroy.
A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
wheelwrights
19
Weavers and dyers
20
Woodcarvers, coopers, and bowyers
As a member of your guild, you know the skills needed to create finished items from raw materials (reflected
connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain






