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Create or Destroy Water: Difference between revisions

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(Patch 6 change, this spell no longer grants a copy of Create Water.)
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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, Create Water (variant)
| variants = Create Water, Destroy Water
| notes =  
| notes =  
*'''Create or Destroy''' water has a [[Create Water (variant)|variant]] that is only available to [[Druid]]s, [[Cleric]]s and level 6 [[Storm Sorcery]] [[Sorcerer]]s if you have unlocked level 2 spell slots. This variant is weaker, but does not cost any spell slots.
*'''Create or Destroy''' water has a [[Create Water (variant)|variant]] that is only available to [[Druid]]s, [[Cleric]]s and level 6 [[Storm Sorcery]] [[Sorcerer]]s if you have unlocked level 2 spell slots. This variant is weaker, but does not cost any spell slots.

Revision as of 19:49, 17 February 2024

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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 or Destroy water has a variant that is only available to Druids, Clerics and level 6 Storm Sorcery Sorcerers if you have unlocked level 2 spell slots. This variant is weaker, but does not cost any spell slots.
  • 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, 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 Prone unless succeeding a DEX Save. (e.g. Create Water + Glyph of Warding).
  • Conjurations 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.

External Links