Create or Destroy Water: Difference between revisions
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Chronofreak (talk | contribs) (Added Conjuration Wizard school as a way to learn the spell. Noted that Conjuration Wizards can only cast the Create Water variant and only once per short rest. Noted that the Rain Dancer grants only the Create Water variant.) |
(Added Create Water variant) |
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| area condition 4 = | | 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. | | 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 | | variants = Create Water, Destroy Water, Create Water (variant) | ||
| notes = *Create water applies the {{Cond|Wet}} condition: Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}} damage (double damage). | | 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. | *Lightning Spells cast on water causes the {{Cond|Shocked}} condition: Removing their reaction and having a chance to stun. |
Revision as of 18:55, 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
Wet
Duration: 3 turns
- Immune to Burning and Wild Magic: Burning.
- Resistant to Fire damage.
- Vulnerable to Lightning and Cold damage.
How to learn
Classes:
- Class Level 2: Conjuration School Wizard (Minor Conjuration)
- Class Level 6: Storm Sorcery Sorcerer (Storm Spell)
Granted by the following items:
- Rain Dancer ( Recharge: Short rest)
- Wavemother's Robe ( Recharge: Long rest)
Notes
- Create water applies the Wet condition: Vulnerability to Cold and Lightning damage (double damage).
- Lightning Spells cast on water causes the Shocked 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 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.