Ad placeholder
Create or Destroy Water: Difference between revisions
Jump to navigation
Jump to search
(Added Magic Initiate: Ceric to How to learn) |
(Updated to new page generator template) |
||
(22 intermediate revisions by 11 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Feature page | ||
| type = spell | |||
| uid = Target_CreateDestroyWater | |||
| | |||
| | |||
| level = 1 | | level = 1 | ||
| school = Transmutation | | school = Transmutation | ||
| summary = This spell allows spellcasters to conjure or destroy an area of water (or water-like surfaces). | | 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. | | description = Choose to call forth rain or destroy a water-based surface. | ||
| | | image = Create Water.webp | ||
| | | controller icon = Create Water Icon.webp | ||
| | | hotbar icon = Create Water Unfaded Icon.webp | ||
| | | cost = action, spell1 | ||
| range m = 9 | | range m = 9 | ||
| aoe = radius | | aoe = radius | ||
| aoe m = 4 | | aoe m = 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 {{dist|m=2}} for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 1st. | |||
| 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 {{ | |||
| variants = Create Water, Destroy Water | | variants = Create Water, Destroy Water | ||
| notes = *Create water applies the Wet condition: Vulnerability to Cold and Lightning damage (double damage). | | classes = Cleric, Druid | ||
*Lightning Spells cast on water causes the Shocked condition: Removing their reaction and having a chance to stun. | | class learns at level 1 = Cleric, Druid | ||
*Electrified Water + a Fire Spell causes Electrified Steam, which resets the Shocked and Wet conditions. | | class learns at level 2 = Conjuration:Minor Conjuration | ||
*A Cold spell freezes the water/mist and creates an Ice | | class learns at level 6 = Storm Sorcery:Storm Spell | ||
| | | granted by feats = Magic Initiate: Cleric, Magic Initiate: Druid | ||
| granted by items = Rain Dancer:Short Rest, Wavemother's Robe:Long Rest | |||
| 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 | |||
}} | }} | ||
== External Links == | == External Links == | ||
* {{FRWiki|Create or destroy water|long}} | * {{FRWiki|Create or destroy water|long}} |
Latest revision as of 06:01, 5 February 2025
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)
UID
Target_CreateDestroyWater
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 2 m / 7 ft for each Spell Slot Level above 1st.Variants
How to learn
Classes:
- Class level 1: Cleric, and Druid
- Class level 2: Conjuration (Minor Conjuration)
- Class level 6: Storm Sorcery (Storm Spell)
Granted by items:
Rain Dancer (
Recharge: Short rest)
Wavemother's Robe (
Recharge: Long rest)
Notes
- 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 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