Level
5th
Casting Time
1 Action
Range/Area
150 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

You change the properties of all water within a 30 foot cube. This effect applies to standing water, running water, and rainwater; running water that exits the area returns to its original state, and rain falls in any open air within this cube. When casting the spell, choose the nature of the change:

  • Acidification - The water turns to acid. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 acid damage when submerged, half in the rain. This effect deals double damage to stone and wooden structures.
  • Boiling - The water becomes boiling hot. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 fire damage when submerged, half in the rain. The area of this spell becomes heavily obscured, and wooden structures not submerged will catch fire after five rounds spent within this spell area.
  • Electrolysis - The water becomes electrified. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 lightning damage when submerged, half in the rain. Any creature within this spell's area attempting to take a reaction must succeed on a Constitution saving throw or lose their reaction.
  • Freezing - The water becomes a frozen slurry. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 cold damage when submerged, half in the rain. When submerged, a creature's movement speed is halved, and any creature in the rain takes an additional 2d6 bludgeoning damage.
  • Resonance - The water vibrates violently. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 thunder damage when submerged, half in the rain. Any creature within this area becomes deafened.
  • Poisoning - The water becomes poisonous. A creature that begins its turn within the area of this spell or enters the area for the first time takes 6d6 poison damage when submerged, half in the rain. When taking this damage, each creature must make a Constitution saving throw or become poisoned.
  • Purification - The water becomes clean and any toxic or hazardous properties are removed. The purification effect persists after the spell ends for all non-running water affected over the duration of the spell, and the water cannot be poisoned by non-magical means for one week after.

Each turn after casting this spell, as a bonus action, you can move this cube up to 30 feet.

* - (a vial of water containing powdered diamonds worth at least 50 gp)

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

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