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Create or Destroy Water: Difference between revisions
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{{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 = | |||
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| damage per = | |||
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| 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 = | |||
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| area duration = | |||
| area turn start damage = | |||
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| area turn end damage = | |||
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| 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 = | |||
}} | |||
== External Links == | |||
* {{FRWiki|Create or destroy water|long}} | |||
{{ | |||
Latest revision as of 20:32, 24 October 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 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