Book of Wild Water
Cantrip
Waterbolt
0-level (Cantrip) Evocation
Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
You hurl a mote of water at a creature or object within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d10 cold damage.
At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Make a ranged spell attack against the target.
On a hit, the target takes 1d10 cold damage.
Available for: Wizard, Sorcerer, Druid
Water cutting
0-level (Cantrip) Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Instantaneous
You point to any object or creature and small, strong current of water starts bursting from your finger.
Any object is cut in the place you have pointed at. If you point at any creature, it takes 1d6 piercing damage.
Any object is cut in the place you have pointed at. If you point at any creature, it takes 1d6 piercing damage.
Available for: Wizard, Sorcerer, Druid
Expand water
0-level (Cantrip) Conjuration
Casting Time: 1 bonus action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: At least 1 drop of water
Duration: Instantaneous
You point at any water source or water droplet in range, adding expanding it by one liter.
Available for: Wizard, Sorcerer, Druid
1st level
Aquajet
1-level Conjuration
Casting Time: 1 action
Range/Area: self ( 30ft line )
Components: Verbal, Somatic
Materials: At least 1 liter of water that is consumed
Duration: Instantaneous
A pounding pulse of water blasts from your palm towards your enemies.
Each creature in 30 foot long, 5 foot wide line emanating from you must make a Strength saving throw.
Each creature takes 2d6 cold damage and is pushed to the end of the line on a failed saving throw, or half as much damage and is not pushed on a successful one.
Creatures that are Large or bigger are unaffected by the push.
You can also use this spell to break or move items below 200 lbs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st Each creature in 30 foot long, 5 foot wide line emanating from you must make a Strength saving throw.
Each creature takes 2d6 cold damage and is pushed to the end of the line on a failed saving throw, or half as much damage and is not pushed on a successful one.
Creatures that are Large or bigger are unaffected by the push.
You can also use this spell to break or move items below 200 lbs.
Available for: Wizard, Sorcerer, Druid
Water shield
1-level Abjuration
Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic, Material
Materials: At least 1 liter of water that is consumed
Duration: Concentration, up to 1 minute
You target any willing creature in 30ft radius you can see and the water is consumed, creating thin layer of water around their skin.
This layer provides them with resistance against fire and cold damage. Also increases their AC by 1.
This layer provides them with resistance against fire and cold damage. Also increases their AC by 1.
Available for: Wizard, Sorcerer, Druid
2nd level
Drain Water
2-level Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You touch a creature and extract the liquid from it.
The target must succeed a Consitution saving throw, taking 2d10 necrotic damage on a failed save and become poisoned until the spell ends. At the end of each of its turn, the target must make a Constitution saving throw, taking 2d10 necrotic damage on a failure.
On a success the spell ends. This spell can't affect creatures that contain no water and creatures killed by this spell are turned to dust.
The target must succeed a Consitution saving throw, taking 2d10 necrotic damage on a failed save and become poisoned until the spell ends. At the end of each of its turn, the target must make a Constitution saving throw, taking 2d10 necrotic damage on a failure.
On a success the spell ends. This spell can't affect creatures that contain no water and creatures killed by this spell are turned to dust.
Available for: Wizard, Sorcerer, Druid
3rd level
Lake Travel
3-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 minute
Range/Area: Touch
Components: Somatic, Verbal
Duration: Instantaneous
When you enter a lake, you speak druidic words, openning the lake surface to create a gate.
This gate leads to lake you have selected before, the first time you have gained access to this spell.
This gate leads to lake you have selected before, the first time you have gained access to this spell.
Available for: Wizard, Sorcerer, Druid
4th level
Crushing Wave
4-level Transmutation
Casting Time: 1 action
Range/Area: self ( 60 ft travel distance )
Components: Verbal, Somatic, Material
Materials: At least 10 litre of water that is consumed
Duration: Concentration, up to 1 minute
You release great wave from yourself.
This wave can travel up to 60 ft, hitting any creature in its way, dealing 2d6 bludgeoning damage. This damage is dealt only if the wave travelled at least 10ft without hitting any creature.
As an action on your turn, you can move the wave additional 60 ft.
This wave can travel up to 60 ft, hitting any creature in its way, dealing 2d6 bludgeoning damage. This damage is dealt only if the wave travelled at least 10ft without hitting any creature.
As an action on your turn, you can move the wave additional 60 ft.
Available for: Wizard, Sorcerer, Druid
Extended spell lists
Any holder of this book gains access to also following spell list and they can cast the spells with their Spellcasting ability.Cantrip
Shape Water1st level
Create or Destroy Water3rd level
Wall of WaterWater Breathing
Wall of Water
4th level
Summon Elemental ( water )Watery Sphere