Level
5th
Casting Time
1 Action
Range/Area
500 ft. (250 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Necrotic (...)

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 250 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 50 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 50-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 75 percent chance of capsizing.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Hydrokinesis. You can manipulate water up to the area of effect in a manner of your choosing. The water can be held into a shape that would fit within a 250 foot cube. You can control the speed and direction that this water flows in. This shape can be formed anywhere within the range of the spell provided there is sufficient water in a nearby river, lake, ocean, etc. The shape will maintain its form as long as the caster holds concentration. The shape behaves like normal water and creatures can swim through it as normal. 

The caster can also volley this shape of water at high velocity. The target must make a CON saving throw or take 5d8 bludgeoning damage and be knocked prone. The target takes half as much and is not knocked prone if they succeed. If hyrdrokinesis is used in this manner, the caster is unable to hold the water's shape for the rest of the round. The caster still maintains concentration on this spell. 

Desiccate. You cause the water in an area as large as a 250 foot cube to evaporate. This effect will destroy all moisture in the area, removing all water from plant life and destroying any standing water in the area. If a creature is caught within the area of effect, they must make a CON saving throw. On a failed throw they must take 5d8 necrotic damage as the moisture is sucked from their body or half as much on a successful saving throw. This does not affect creatures that do not have water within their bodies (such as animated objects and other creatures that would reasonably contain no water inside).

When casting this spell at 6th level or higher, this spell's damaging effects gain 1d8 per additional level. So 6d8 at level 6, 7d8 at level 7, 8d8 at level 8, 9d8 at level 9.  

* - (a drop of water and a pinch of dust)

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2020 8:36:56 PM
6
1
1
Coming Soon

Spell Tags: Control

Available For: Wizard (Legacy)

Bhunivelze

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