You cast a 6-inch sphere of water, cold to the touch and resembling a fortune-telling ball. This sphere materializes before the center of your torso and stays aligned with it wherever you go, as it unleashes a celestial surge—a mighty jet of holy ultrahot water that strikes like a scorching cannonball. A surge to be avoided at all costs, especially if you're an agent of darkness.
🎯Damage (and beyond)
Alignment requirement
The radiant damage can be inflicted by either a Good (alignment) or LN (alignment) Cleric, i.e., by a genuine devotee of righteousness and/or order.
[Balance consideration] Only LG (alignment) and NG (alignment) are allowed.
Non-fav' enemies and base dmg to all
⬩ Damaging factors: [a] Water’s pressure; mighty water jet. [b] Water’s temperature; ultrahot water. [c] Water’s holiness; holy water.
⬩ 2d8 bludgeoning damage (representing the water’s pressure); ½ upon a successful save (CON).
⬩ 2d8 acid damage (representing the water’s temperature); ½ upon a successful save (CON).
⬩ 1d8 radiant damage (representing the water’s holiness); ½ upon a successful save (WIS).
⬩ Median: 22.5
[Balance consideration] d6 dice are rolled, rather than d8.
Favored enemies
⬩ As the Cleric's devotion deepens, the blessing extends to additional favored enemies at higher spell levels: Undead (at the base level), Fiends, Evil Underdark denizens, Evil Celestials (including Evil Aasimars). At the highest spell level, the blessing covers all four.
⬩ Same bludgeoning (mighty water jet) damage/save as above.
⬩ Same acid damage/save as above.
⬩ 6d8 radiant damage, rather than 1d8.
⬩ Median: 45
Favored enemies take 100% more damage; 2x (fav) vs 1x (non-fav).
Incorporeal (ghostly) creatures
Regardless of this spell, most or all incorporeal (ghostly) creatures are resistant to both acid and bludgeoning damage, among other damage types.
Constructed creatures
Considering the nature of constructed creatures, all of them (e.g., Warforged, Autognome, Stone Golem, etc.) take one-third damage from both bludgeoning (mighty water jet) and acid (ultrahot water) damage. This reflects their natural ability to withstand physical and thermal strikes. Except for...
[Edge case 01] Flesh Golems take full damage from both bludgeoning (mighty water jet) and acid (ultrahot water) damage due to their organic nature, essentially making them highly similar to zombies.
[Edge case 02] Clay Golems take double damage from both bludgeoning (mighty water jet) and acid (ultrahot water) damage, as the extreme heat can erode them, and the high pressure can crack them.
Fiery and frosty creatures
If the target is primarily composed of fire or ice, the acid damage is replaced with fire or cold damage, respectively, and the damage is doubled. Fiery takes significant cold dmg, frosty takes significant fire dmg. The extreme temperature difference between the superheated water (~200°C) and the fiery creature's orange flames or the frosty creature's cyan tissues causes extinguishment or defrosting, respectively.
Non-favored fiery/frosty enemies
⬩ Same bludgeoning damage/save as above.
⬩ 4d8 cold/fire damage (fiery takes cold, frosty takes fire), rather than 2d8 acid damage.
⬩ 1d8 radiant damage.
⬩ Median: 27
Favored fiery/frosty enemies
⬩ Same bludgeoning damage/save as above.
⬩ 4d8 cold/fire damage (fiery takes cold, frosty takes fire), rather than 2d8 acid damage.
⬩ 6d8 radiant damage, rather than 1d8.
⬩ Median: 49.5
Range
The first 10 feet of the jet are wrapped in an invisible magical stabilization 'sleeve' that is connected to the sphere (water's source), and maintains the water's pressure and temperature to its 60-foot mark (maximum effective range). This "sleeve" prevents heat dissipation, pressure drop, and spray expansion, ensuring a genuine offensive surge.
Given this mechanism, highly similar to a hose, it's impractical for the caster to target foes at close range. The caster must aim at targets that are at least 10 feet away.
Area of effect
The steam cloud _______.
⬩ Is neutralized by a sub-3°C atmospheric cold (below 38°F), i.e., its radius is reduced to 0 feet. The process involves the superheated water losing heat rapidly to the cold air, causing the water vapor to condense into tiny liquid droplets, forming the mist or cloud you see. The transition is very quick given the extreme temperature difference.
⬩ Doubles (2x radius) by a supra-32°C atmospheric heat (above 89°F).
⬩ Does not require a saving throw.
⬩ Is one-third of the yielded acid damage.
⬩ Is 5-foot radius, covering all squares adjacent to the point of impact.
⬩ Causes a slight obscurement.
⬩ Forms/Materializes upon impact.
🏃🏽Movement effects
The target is pushed far back, depending on its size (Medium: 9 ft, Small: 12 ft, Tiny: 16 ft), and falls prone (drops to the ground) at a new location. This includes actively flying creatures.
Upon a successful save (STR), the target is pushed a reduced distance, depending on its size (Medium: 6 ft, Small: 8 ft, Tiny: 11 ft), and remains standing/flying.
The term 'Medium' encompasses creatures up to the size of Humans. Human-sized species, such as Tieflings, Assimars, and Elves, represent the upper bound. Larger species, including Orcs, Goliaths, and Dragonborns, are considered Large in this particular spell. As a result, they are not pushed back nor knocked prone.
[Balance consideration] Strong winds reduce the push distance by ##%.
😵💫Condition(s)
You may strike your foe's face with ultrahot water (~200°C), causing him/her to be 'Blinded' (more precisely: inflicting ocular hazard). Roll a d8. If a 2 is yielded, the condition is applied for two turns, or until it is removed. Chance to blind your foe: one-eighth (12.5%).
[Balance consideration] A d12 is rolled, rather than d8.
🏕️Environmental effects
⬩ Extinguishes a non-magical fire.
⬩ Extinguishes a magical fire, subject to DM discretion.
⬩ Displaces or damages a non-magical barrier, subject to DM discretion.
⬩ Displaces or damages a magical barrier, depending on the spell, and subject to DM discretion.
⬩ Creates a slippery layer on a (semi)smooth surface, subject to DM discretion.
⬩ Breaks a simple wooden door after two rounds of sustained hits.
⬩ Breaks a simple wooden container (incl. chests?) after one round of sustained hits, subject to DM discretion.
⬩ Shatters glass.
⬩ No effect on stone or metal structures.
⬩ Does not function underwater.
[Balance consideration] Two or three environmental effects are removed.
👤Rumor has it
Whispers echo among arcane circles:
A mobile ball-like cage capable of containing the water sphere.
The purpose? To unleash the celestial surge as a devastating, portable smiting weapon.
The truth of these claims, like the cage itself, remains shrouded in mystery.
📒DM Notes
⬩ The spell is designed for a Good (alignment) or LN (alignment) Cleric.
⬩ The spell is heavily inspired by water delivery systems used by firefighters.
⬩ The foundation of this spell rests upon real-world principles of thermodynamics and hydrodynamics, blending them with speculative science.
⬩ The water sphere stays aligned with the caster’s torso, wherever he/she goes.
⬩ The caster can move at half speed while maintaining concentration.
⬩ Taking damage requires a concentration check.
⬩ The spell can be countered/dispelled.
⬩ The spell cannot "sweep" across multiple targets. The caster must choose one target per attack.
⬩ [Roleplay element] A dramatic blessing occurs during casting.
⬩ [Roleplay element] The steam cloud (AoE) creates tactical opportunities.
⬩ [Roleplay element] The spell can be used for utility (breaking objects, creating difficult terrain, etc.).
🙋🏽♂️Common questions
✋ Why choose this spell over other spells?
This spell offers a unique combination of multi-type damage (bludgeoning, acid, radiant), area control with the steam cloud, and strong thematic elements tied to divine and speculative science. It is particularly effective against specific enemy types like undead and fiery creatures, making it versatile in various combat situations. The added environmental effects and movement control add strategic depth, making this spell not just a damage dealer but also a tactical tool.
✋🏻 Is it OP?
This spell offers significant power, approaching the "OP zone," but is balanced by factors such as concentration, saving throws, specific damage conditions, and potential DM modifications (see each Balance consideration).
✋🏼 Is it playtested?
Not enough. Feedback is welcome!
✋🏽 6x radiant damage against favored enemies?! Are you insane?!
Yeah, 6x sounds crazy, right? But remember, that's just doubling (2x rather than 6x) the whole damage package. Check out the calculations above to see how it all adds up.
✋🏾 Why these specific favored enemies (target groups)?
They are thematically vulnerable to divinity due to their opposition to it, their low morality, and their total unholiness. These beings are the kind that the Cleric's deity would naturally seek to smite.
✋ Why doesn't the spell work underwater?
Why would it?! It's like trying to set fire inside a blazing inferno. Water within water simply cancels itself out.
✋🏻 How does the water remain liquid at such high temperatures?
You can actually keep water in a liquid state even when it's above 100°C. Here's the science behind this magic trick: if you increase the pressure to around 14.7 psi (~1.014 bar), you can boil water at temperatures way above 100°C while keeping it liquid. This is the same principle behind pressure cookers, which cook food faster by raising the boiling point of water.
✋🏼 What happens to the surroundings (walls, furniture, etc.)?
The specific interactions with various materials and objects are left to the DM’s discretion. Consider the object’s composition, size, and sturdiness when making a ruling.
✋🏾 Why acid dmg for water?
While not technically acidic, the superheated water inflicts severe burns and tissue damage akin to acid. It's the closest damage type approximation in the rules, and reflects the intense thermal shock caused by the extreme heat.
✋ Why bludgeoning dmg for water?
Both the high pressure and semi-thick consistency of the aqua creates a powerful concussive force, similar to a physical impact. Bludgeoning damage best represents this kinetic energy. This is similar to being thrusted by a wooden bar, even though the medium is water.
✋🏻 Why not pre-blessed water?
The divine power comes from the casting itself, representing immediate divine intervention.
And that, my D&D comrades, is how you TRULY present a spell❗
* - (a vial of fresh/saline water from a pristine body of water)Previous Versions
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