Spell Description
Until the spell ends, you control any freestanding water inside an area you can see that is a cube up to 100 feet on a side.
When you cast the spell, and as an action on your turn, you cause one of the following effects in the area:
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
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.
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 another 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.
Wave. You create a 20 feet tall wave of water in the area. The wave can be as long as you decide, though it must fit within the area. The wave travels in a direction of your choice within the area. Any creature as well as any huge or smaller vehicles in the wave's path are carried with it. Also for each huge or smaller vehicles struck by the wave, roll 1d4. On a roll of 1, that vehicle capsizes.
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 centre 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 (athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or ends its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (athletics) check to do so. An object that enters the vortex also takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
At Higher Level. When you cast this spell using a spell slot of 6th level or higher, the range of the spell changes to 1 mile and if you maintain your concentration on this spell for its whole duration, the last effect you chose continues for another hour and can't be dispelled. When you cast this spell with a spell slot of 8th level spell slot or higher, the last effect lasts for 24 hours, and the cube of water you can affect triples in size (from a 100 feet cube to 300 feet cube).
Control Water
4th level, primal (transmutation)
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Casting Time
1 action
Duration
1 hour (concentration)
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Range
300 feet (sight)
Components
V,S,M*
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*this spell requires
a drop of water and a pinch of dust.
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