Control Water 5e

Level: 4th

Classes: Druid, Cleric, Wizard

Casting Time: Action

Range: 300 feet

Components: V, S, M

Duration: Concentration, up to 10 minutes

You control any independent body of water before the spell ends. The control range is a 100-foot-long cubic area you specify. When casting this spell, you can choose one of the following effects to take effect. In each of your subsequent turns, you can use one action to repeatedly apply the same effect, or choose to achieve another effect.

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

If the area you specify is part of a large body of water, you can instead make a 20-foot-high wave and pounce from one side of the area to the other before taking pictures of the water. Any giant or smaller vehicle in the wave will be taken to the other side of the wave. And all giant or smaller vehicles have a 25% chance of being capsized.

Until the spell ends or you choose another effect, the rise in the water level will remain the same. If the effect is used to generate waves, the waves 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. The ravine extends from one end of the spell area to the other, and the divided body of water forms two walls of water on both sides. The gully stays 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.

Redirect Flow. You make the water in the area flow in a direction of your choice. Make it bypass obstacles, or flow upward along the wall, or even to some unlikely directions. The water in the area will flow in the direction you instruct, but once it exits the spell area, it will return to its current direction. The body of water continues to flow in the direction you choose until the spell ends or until you choose another effect.

Whirlpool. This effect requires a water body to be at least 50 feet square and at least 25 feet deep. You form a vortex in the center 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 in the water within 25 feet of the whirlpool will be pulled by the whirlpool for 10 feet. The affected creature can make a power (movement) check against your spell DC to escape the whirlpool control by swimming.

When any creature enters the whirlpool for the first time in a round or starts its turn within the whirlpool, it must make a power saving throw. Those who fail the save will suffer 2d8 points of bludgeoning damage and be dragged into the center of the whirlpool until the spell ends. If the save is successful, the damage will be halved and will not be dragged into the whirlpool. A creature dragged into the center of the whirlpool can try to swim out of the whirlpool with its actions (as described above), but the strength (movement) check it makes at this time has a disadvantage.

The object suffers 2d8 points of bludgeoning damage when it enters the vortex for the first time in a round; if the object stays in the vortex, the damage will continue to occur every round.