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Create or Destroy Water: Difference between revisions

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(Created page with "Spell > List Of Spells > 1st Level Spells > Create or Destroy Water ---- '''Create or Destroy Water''' is a Transmutation '''1st Level Spell'''. This spell allows spellcasters to conjure water from thin air or destroy water-like surfaces. File:Create Water Icon.png|upright=0.8|thumb|right|{{AbilityInfobox | title = <div style="font-size:105%; font-family:Georgia;">''"Choose to call...")
 
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[[Spell]] > [[Spell#List Of Spells|List Of Spells]] > [[Spell#1st Level Spells|1st Level Spells]] > [[Create or Destroy Water]]
{{SpellPage
----
| name = Create or Destroy Water
| image = Create Water.webp
| controller icon = Create Water Icon.webp
| icon = Create Water Unfaded Icon.webp
| level = 1
| school = Transmutation
| ritual =
| classes = Cleric, Druid
| class learns at level 1 = Cleric, Druid
| class learns at level 2 = Conjuration:Minor Conjuration
| class learns at level 6 = Storm Sorcery:Storm Spell
| races =
| race learns at level 1 =
| race learns at level 2 =
| granted by feats = Magic Initiate: Cleric, Magic Initiate: Druid
| granted by items = Rain Dancer:Short Rest, Wavemother's Robe:Long Rest
| summary = 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.
| cost = action, spell1
| attack roll =
| damage =
| damage modifier =
| damage type =
| damage save =
| damage save effect =
| damage per =
| extra damage =
| extra damage modifier =
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| concentration =
| range =
| range m = 9
| range ft = 30
| aoe = radius
| aoe m = 4
| aoe ft = 13
| condition = Wet
| condition duration = 3
| condition save =
| area =
| area category =
| area shape =
| area range m =
| area range ft =
| area duration =
| area turn start damage =
| area turn start damage type =
| area turn start damage save =
| area turn start damage save effect =
| area turn end damage =
| area turn end damage type =
| area turn end damage save =
| area turn end damage save effect =
| area condition =
| area condition 2 =
| area condition 3 =
| area condition 4 =
| higher levels = [[Spells#Upcasting|Upcast]]: When the spell is cast a 2nd Level or higher, the area that you can create or destroy water increases by {{C|2m / 5ft}} for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 1st.
| variants = Create Water, Destroy Water
| notes = *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.
*Electrified Water + a Fire Spell causes {{Area|Electrified Steam}}, which resets the Shocked and Wet conditions.
*A Cold spell freezes the water/mist and creates an {{Area|Ice}} surface, causing Difficult Terrain (half Movement Speed) and may cause creatures in the area to fall {{Cond|Prone}} unless succeeding a DEX Save. (e.g. Create Water + [[Glyph of Warding]]).
* [[Conjuration School]] [[Wizard]]s 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.
* You can only have {{em|one}} version of '''Create or Destroy Water''' at a time, even if you gain it from multiple sources.
* The incantations for Create Water are '''Pluo''' ("Rain") and '''Aqua pura''' ("Pure water"). The incantations for Destroy Water are '''Aresce''' ("Become dry") and '''Ares decimos''' ("Ten times drier").
* A hidden character that is out-of-combat can cast the [[Create Water]] version of this spell on in-combat characters without using an action. While casting the spell will unhide you and likely force you into combat, the character who Created this water will still have an action to use in the first turn of combat, as though they hadn't cast a spell. This is true even in Honour Mode
| video =
}}


'''Create or Destroy Water''' is a Transmutation '''[[Spell#1st Level Spells|1st Level Spell]]'''. This spell allows spellcasters to conjure water from thin air or destroy water-like surfaces.
== External Links ==
 
* {{FRWiki|Create or destroy water|long}}
[[File:Create Water Icon.png|upright=0.8|thumb|right|{{AbilityInfobox
| title = <div style="font-size:105%; font-family:Georgia;">''"Choose to call forth rain or destroy a water-based surface."''</div>
----
<div style="text-align:center;">[[File:Actions Icon.png|frameless|25px]] '''Action''' [[File:Spell Icon.png|frameless|upright=0.1]] '''Level 1 Spell Slot'''</div>
----
| Range = 9m / 30ft
| School = Transmutation
| Concentration = None
| Class = [[Cleric]], [[Druid]]
}}]]
 
== Description ==
Choose to call forth rain or destroy a water-based surface.
 
== Properties ==
{{C|[[File:Actions Icon.png|frameless|25px]] Action + [[File:Spell Icon.png|frameless|upright=0.1]] Level 1 Spell Slot}}
 
''Available to level 1 [[Cleric]], and [[Druid]].''
* Gain:
** [[File:Create Water.png|frameless|upright=0.1|link=]] [[Create Water]]
** [[File:Destroy Water Icon 64px.png|frameless|upright=0.1|link=]] [[Destroy Water]]
* Range: {{C|[[File:Range Icon 2.png|frameless|upright=0.1]] 9m / 30ft}}

Latest revision as of 20:32, 24 October 2024

Create Water.webp

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 by 2m / 5ft for each Spell Slot Level above 1st.

Variants

Condition: Wet

Wet Wet

Duration: 3 turns

How to learn

Classes:

Feats:

Granted by the following items:

Notes

  • Create water applies the Wet Wet condition: Vulnerability to Damage TypesCold and Damage TypesLightning damage (double damage).
  • Lightning Spells cast on water causes the Shocked Shocked condition: Removing their reaction and having a chance to stun.
  • Electrified Water + a Fire Spell causes Electrified Steam Electrified Steam, which resets the Shocked and Wet conditions.
  • A Cold spell freezes the water/mist and creates an Ice Ice surface, causing Difficult Terrain (half Movement Speed) and may cause creatures in the area to fall Prone Prone unless succeeding a DEX Save. (e.g. Create Water + Glyph of Warding).
  • Conjuration School Wizards 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.
  • You can only have one version of Create or Destroy Water at a time, even if you gain it from multiple sources.
  • The incantations for Create Water are Pluo ("Rain") and Aqua pura ("Pure water"). The incantations for Destroy Water are Aresce ("Become dry") and Ares decimos ("Ten times drier").
  • A hidden character that is out-of-combat can cast the Create Water version of this spell on in-combat characters without using an action. While casting the spell will unhide you and likely force you into combat, the character who Created this water will still have an action to use in the first turn of combat, as though they hadn't cast a spell. This is true even in Honour Mode

External Links[edit | edit source]