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Create or Destroy Water: Difference between revisions

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(Added Magic Initiate: Ceric to How to learn)
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| 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: Druid
| granted by feats = Magic Initiate: Druid, Magic Initiate: Cleric
| granted by items = Rain Dancer
| granted by items = Rain Dancer
| 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).
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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 =
| notes = *Create water applies the Wet condition: Vulnerability to Cold and Lightning damage (double damage).
*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.  
*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.
*Electrified Water + a Fire Spell causes Electrified Steam, which resets the Shocked and Wet conditions.

Revision as of 20:24, 18 October 2023

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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

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 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