Control Water 5e

You control any piece of independent water before the spell ends. The control range is a cubic area with a length of 100 feet.

Control Water

  • Level: 4
  • Casting time: 1 Action
  • Range: 300 feet
  • Components: V,S,M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes

When casting this spell, you can choose one of the following effects to take effect.

In each of your subsequent rounds, you can use one action to repeat the same effect, or choose to achieve another effect.

Flood. You raise the water level in the controlled area up to 20 feet. If the area contains a shore, the body of water overwhelms the dry soil covered by the swell.

If the area you specify is part of a large body of water, you instead create a 20-foot high wave and pounce from one side of the area to the other before taking the water.

Any giant or smaller vehicles in the waves will be taken to the other side of the water waves. And all giant or smaller vehicles have a 25% chance of being overturned.

Until the spell ends or you choose another effect, the level of water will remain unchanged.

If the effect is used to generate a wave, the wave will flip again at the beginning of your next round.

Part Water. You separate the water bodies in the area and form a gully of water bodies.

The gully extends from one end of the spell area to the other, and the divided water body forms two water walls on both sides.

The gully is maintained until the spell ends or until you choose another effect. When the effect ends, the gully will slowly return to its normal water level in the next round.

Turn to Redirect Flow. You make the water in the area flow in a direction of your choice. Make it bypass the obstacle, or flow up the wall, or even in some unlikely direction.

The water in the area will follow the direction you instructed, but once it flows out of the spell area, it will return to its local flow.

The body of water continues to flow in the direction you choose until the spell ends or until you choose another effect.

Whirlpool Whirlpool. This effect requires that the body of water be at least 50 feet square and at least 25 feet deep.

You form a vortex in the middle of the area. Its shape is 5 feet wide at the bottom and 50 feet wide at the top, and 25 feet high.

Any creature or object within 25 feet of the vortex in the water will be pulled 10 feet towards itself by the vortex.

Affected creatures can make a power (movement) check against your spell DC to escape vortex control by swimming.

Any creature that enters the vortex for the first time in a round or begins its turn in a vortex must make a power save.

Those who fail the save will take 2d8 points of bludgeoning damage and be dragged into the center of the vortex until the spell ends. If the save is successful, the damage is halved and will not be dragged into the vortex.

A creature dragged into the center of the vortex can attempt to swim away from the vortex with its movements (as described above), but its power (motion) check at this time has a disadvantage.

The object takes 2d8 points of bludgeoning damage when entering the vortex for the first time in a round; if the object remains in the vortex, the damage will continue to occur every round.