Create or Destroy Water: Difference between revisions

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added internal link to example Glyph of Warding in notes section
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(added internal link to example Glyph of Warding in notes section)
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{{ up to date | 2023-10-10 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{SpellPage
{{SpellPage
| name = Create or Destroy Water
| name = Create or Destroy Water
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| school = Transmutation
| school = Transmutation
| ritual =  
| ritual =  
| classes = Cleric, Druid, Storm Sorcery
| classes = Cleric, Druid
| class learns at level 1 = Cleric, Druid
| class learns at level 1 = Cleric, Druid
| class learns at level 6 = Storm Sorcery
| class learns at level 2 = Conjuration:Minor Conjuration
| class learns at level 6 = Storm Sorcery:Storm Spell
| races =  
| races =  
| race learns at level 1 =  
| race learns at level 1 =  
| race learns at level 2 =  
| 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).
| 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.
| action type = action
| cost = action, spell1
| attack roll =  
| attack roll =  
| damage =  
| damage =  
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| aoe m = 4
| aoe m = 4
| aoe ft = 13
| aoe ft = 13
| condition =  
| condition = Wet
| condition duration =  
| condition duration = 3
| condition save =  
| condition save =  
| area =  
| area =  
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| 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
| notes = * Also granted by {{RarityItem|Rain Dancer}}.
| notes = *Create water applies the {{Cond|Wet}} condition: Vulnerability to {{DamageType|Cold}} and {{DamageType|Lightning}} damage (double damage).
*Upcast: When cast with a 2nd level spell slot or higher, the radius increases by 2m for each slot level above 1st.
*Lightning Spells cast on water causes the {{Cond|Shocked}} condition: Removing their reaction and having a chance to stun.  
*Create water applies the Wet condition: Vulnerability to Cold and Lightning damage (double damage).
*Electrified Water + a Fire Spell causes [[Electrified Steam]], which resets the Shocked and Wet conditions.
*Lightning Spells cast on water causes the Shocked condition: Removing their reaction and having a chance to stun.  
*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 {{Cond|Prone}} unless succeeding a DEX Save. (e.g. Create Water + [[Glyph of Warding]]).
*Electrified Water + a Fire Spell causes Electrified Steam, which resets the Shocked and Wet conditions.
*{{Class|Conjuration}}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.
*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).
*[[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.
| video =  
| video =  
}}
}}
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