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Create or Destroy Water: Difference between revisions
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| variants = Create Water, Destroy Water, Create Water (variant) | | variants = Create Water, Destroy Water, Create Water (variant) | ||
| notes = | | notes = | ||
*'''Create or Destroy''' water has a [[Create Water (variant)|variant]] that is only available if you have a level 2 spell slot. This variant is weaker, but does not cost any spell slots. | *'''Create or Destroy''' water has a [[Create Water (variant)|variant]] that is only available to [[Druid]]s, [[Cleric]]s and level 6 [[Storm Sorcery]] [[Sorcerer]]s if you have a level 2 spell slot. This variant is weaker, but does not cost any spell slots. | ||
*Create water applies the {{Cond|Wet}} condition: Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}} damage (double damage). | *Create water applies the {{Cond|Wet}} condition: Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}} damage (double damage). | ||
*Lightning Spells cast on water causes the {{Cond|Shocked}} condition: Removing their reaction and having a chance to stun. | *Lightning Spells cast on water causes the {{Cond|Shocked}} condition: Removing their reaction and having a chance to stun. |
Revision as of 18:08, 14 January 2024
Create or Destroy Water is a level 1 transmutation spell. This spell allows spellcasters to conjure or destroy an area of water (or water-like surfaces).
Description
Choose to call forth rain or destroy a water-based surface.
Properties
- Cost
- Action + Level 1 Spell Slot
- Details
- Range: 9 m / 30 ft
- AoE: 4 m / 13 ft (Radius)
At higher levels
Upcast: When the spell is cast a 2nd Level or higher, the area that you can create or destroy water increases by2m / 5ft
for each Spell Slot Level above 1st. Variants
Condition: Wet
How to learn
Classes:
- Class Level 2: Conjuration (Minor Conjuration)
- Class Level 6: Storm Sorcery (Storm Spell)
Granted by the following items:
- Rain Dancer ( Recharge: Short rest)
- Wavemother's Robe ( Recharge: Long rest)
Notes
- Create or Destroy water has a variant that is only available to Druids, Clerics and level 6 Storm Sorcery Sorcerers if you have a level 2 spell slot. This variant is weaker, but does not cost any spell slots.
- Create water applies the condition: Vulnerability to Cold and Lightning damage (double damage).
- Lightning Spells cast on water causes the condition: Removing their reaction and having a chance to stun.
- Electrified Water + a Fire Spell causes Electrified Steam, which resets the Shocked and Wet conditions.
- A Cold spell freezes the water/mist and creates an Ice Surface, causing Difficult Terrain (half Movement Speed) and may cause creatures in the area to fall prone status effect unless succeeding a DEX Save. (e.g. Create Water + Glyph of Warding).
- Conjurations only receive the Create Water variant of the spell, which can only be cast once per Short Rest and doesn't consume a spell slot.
- Rain Dancer only grants the Create Water variant of the spell.