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Returning 35 results for 'create food and water'.
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Spells
Player’s Handbook
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland
but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Create Food and Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Create or Destroy Water
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
Spells
Player’s Handbook
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
-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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Create Food and Water Level 3 Conjuration (Cleric, Paladin) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of fresh
water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Create Food and Water Level 3 Conjuration (Cleric, Paladin) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of fresh
water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Create Food and Water 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in
containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Create Food and Water 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in
containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
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
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, extinguishing exposed flames
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Food and Water Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required
. A normal day of eating resets the count of days without food to zero. Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Food and Water Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required
. A normal day of eating resets the count of days without food to zero. Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only
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
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
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, extinguishing exposed flames
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
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
, Purify Food and Drink 1/Day Each: Control Water, Gaseous Form, Invisibility, Plane Shift, TonguesAcid, Cold, LightningMisty Veil (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Misty Veil"}. The marid casts Fog Cloud, using the same spellcasting ability as Spellcasting.
Monsters
Monster Manual
Magic2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane ShiftLightning, Thunder
has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
Monsters
Monster Manual
Hit Points required to maintain the spell)1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, SleepPsychic, RadiantBludgeoning, Piercing, SlashingDivine Aid (2/Day). The couatl
Spells
Player’s Handbook
-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist
that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can
Magic Items
Dungeon Master’s Guide
contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For
Spells
Player’s Handbook
viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air
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
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)
have Immunity to Fire damage.
Ring of Elemental Command (Water);Water. You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and
Spells
Player’s Handbook
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Monsters
Monster Manual
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes
":"1d20+13", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 4 version) 1/Day Each: Create Undead, Speak with Dead
Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
, after which it regains 1 Hit Point.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.Running Water. The
Magic Items
Dungeon Master’s Guide
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
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
Feats
Eberron: Forge of the Artificer
table are added to that feature’s spell list.
Mark of Hospitality Spells
Spell Level
Spells
1
Goodberry, Sleep
2
Aid, Enhance Ability
3
Create Food and Water, Leomund's Tiny Hut
4
Aura of Purity, Mordenkainen's Private Sanctum
5
Hallow
ability check using Brewer's Supplies or Cook's Utensils, you can roll 1d4 and add the number rolled to the ability check.
Innkeeper’s Magic. You always have the Purify Food and Drink and Unseen
Magic Items
Wayfinder's Guide to Eberron
This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within
the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you
Monsters
Ravenloft: The Horrors Within
Amphibious. Lorinda can breathe air and water.
Darklord Restoration. If Lorinda dies, she revives with all her Hit Points in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Darklord
. Lorinda doesn’t dissuade her fragile mortal followers from their baseless cult practices. The villagers provide willing sacrifices for the hag’s flawed magical attempts to create life
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
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
Amphibious. Biha Babir can breathe air and water.
Elemental Restoration. If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in 1d4
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
Amphibious (Sea Form Only). The beast breathes air and water.
Divine Immortality. If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10;{"diceNotation":"1d10
catch and kill its quarry.
Normally only one beast of Malar exists at a time. However, Malar might create multiple beasts to pursue legendary prey or simply display his extraordinary
Monsters
Astarion's Book of Hungers
a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more