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Create or Destroy Water: Difference between revisions

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| level = 1
| level = 1
| school = Transmutation
| school = Transmutation
| ritual =
| ritual =  
| classes = Cleric, Druid, Storm Sorcery
| classes = Cleric, Druid, Storm Sorcery
| 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 6 = Storm Sorcery
| races =
| races =  
| race learns at level 1 =
| race learns at level 1 =  
| race learns at level 2 =
| race learns at level 2 =  
| 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
| action type = action
| attack roll =
| attack roll =  
| damage =
| damage =  
| damage modifier =
| damage modifier =  
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| damage type =  
| damage save =
| damage save =  
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| damage save effect =  
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| damage per =  
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| extra damage save effect =  
| extra damage per =
| extra damage per =  
| concentration =
| concentration =  
| range =
| range =  
| range m = 9
| range m = 9
| range ft = 30
| range ft = 30
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| aoe m = 4
| aoe m = 4
| aoe ft = 13
| aoe ft = 13
| condition =
| condition =  
| condition duration =
| condition duration =  
| condition save =
| condition save =  
| area =
| area =  
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| area category =  
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| area turn end damage save effect =  
| area condition =
| area condition =  
| area condition 2 =
| area condition 2 =  
| area condition 3 =
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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
| notes = * Also granted by {{SmallIcon|Rain Dancer Staff Icon.png}} [[Rain Dancer]].
| notes = * Also granted by {{SmallIcon|Rain Dancer Staff Icon.png}} [[Rain Dancer]].
| video =
*Upcast: When cast with a 2nd level spell slot or higher, the radius increases by 2m for each slot level above 1st.
*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).
| video =  
}}
}}


== External Links ==
== External Links ==
* {{FRWiki|Create or destroy water|long}}
* {{FRWiki|Create or destroy water|long}}

Revision as of 03:34, 6 October 2023

Template:Up to date

Create Water Icon.png

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

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

How to learn

Classes:

Notes

  • Also granted by Rain Dancer.
  • Upcast: When cast with a 2nd level spell slot or higher, the radius increases by 2m for each slot level above 1st.
  • 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).

External Links