Control Water
Level 5 Water Alteration Spell
Use: Until the spell ends, you control any freestanding water inside an area you choose that is a cube of up to 100 feet on a side. You can choose from any of the following effects when you cast this spell.
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.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. You can create a 20 ft tall, 5 ft thick, and 20 ft long, tidal wave with this effect that deals 8D6 bludgeoning damage, but this ends the spell.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength check with a DL of 30. The creature in the whirlpool takes 1D8 bludgeoning damage every turn until they are able to get out of the whirlpool.
Range: 300 ft casting
Casting Time: 1 Action
Duration: Instantaneous
Components: Semantic, Material (An ice cube or a vial of water)
Mana Cost: 45
Worth: 500 coins
Classes: Druid, Wizard
Use: Until the spell ends, you control any freestanding water inside an area you choose that is a cube of up to 100 feet on a side. You can choose from any of the following effects when you cast this spell.
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.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. You can create a 20 ft tall, 5 ft thick, and 20 ft long, tidal wave with this effect that deals 8D6 bludgeoning damage, but this ends the spell.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength check with a DL of 30. The creature in the whirlpool takes 1D8 bludgeoning damage every turn until they are able to get out of the whirlpool.
Range: 300 ft casting
Casting Time: 1 Action
Duration: Instantaneous
Components: Semantic, Material (An ice cube or a vial of water)
Mana Cost: 45
Worth: 500 coins
Classes: Druid, Wizard
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