Level
4th
Casting Time
1 Action Ritual
Range/Area
Sight (100 ft. )
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)

You channel the ancient power of the moon gods to cause a surge in the tides. Water rushes out from the trees, the walls, or the nearby source of water. It rapidly fills the location as per the table until you dispell it as a bonus action or until the entire area is filled with 12 ft of water. Any creature that is caught in the flow must succeed on a strength saving throw or be caught in the tide and be knocked prone. If the current is active, each turn the creature must succeed on a DC 20 Dexterity saving throw or be swept 15 ft in the direction of the tide and be held underwater, and takes 2d8+4 bludgeoning damage each time it hits something. It gets advantage if it does so as its action. If it's held underwater for more then 6+ it's con modifier rounds, it automatically drowns and dies, without saving death throws. 

Room Size (up to dimentions) Speed of Water level rising
Small Room, Well (10ft x 10ft) 4ft per turn
 Large Room, Storeroom (25ft x25ft) 3ft per turn
Huge Room, Throne Room (50ft x 50ft) 2ft per turn
Valley, Enclosed (100ft x 100ft) 1ft a turn, creatures that are swept are just knocked prone unless they hit other obstacles.
No Boundaries, Outdoors 1ft a turn, never above 1ft. Current still pulls people away from high points. 

 

* - (A water source within 100ft (trees, walls, lake))

Spell Tags: Creation Damage Debuff Environment Combat

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Doomclaw9

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