Until the spell ends, you control any freestanding water inside an
area you choose that is a cube up to 100 feet on a side.
You can choose from any of the following effects when you cast this
spell. As an action on your turn, you can repeat the same effect or
choose a different one.
Flood
You cause the water level of all standing water in the area to rise
by as much as 20 feet. If the area includes a shore, the flooding
water spills over onto dry land. If you choose an area in a large
body of water, you instead create a 20-foot tall wave that travels
from one side of the area to the other and then crashes down. Any
Huge or smaller vehicles in the wave’s path are carried with it to
the other side. Any Huge or smaller vehicles struck by the wave
have a 25 percent chance of capsiz ing. The water level remains
elevated until the spell ends or you choose a different effect. If this
effect produced a wave, the wave repeats on the start of your next
turn while the flood effect lasts.
Part Water
You cause water in the area to move apart and create a trench.
The trench extends across the spell’s area, and the separated
water forms a wall to either side. The trench remains until the spell
ends or you choose a different effect. The water then slowly fills in
the trench over the course of the next round until the normal water
level is restored.
Redirect Flow
You cause flowing water in the area to move in a direction you
choose, even if the water has to flow over obstacles, up walls, or in
other unlikely directions. The water in the area moves as you direct
it, but once it moves beyond the spell’s area, it resumes its flow
based on the terrain conditions. The water continues to move in
the direction you chose until the spell ends or you choose a
different effect.
Whirlpool
This effect requires a body of water at least 50 feet square and 25
feet deep. You cause a whirlpool to form in the center of the area.
The whirlpool forms a vortex that is 5 feet wide at the base, up to
50 feet wide at the top, and 25 feet tall. Any creature or object in
the water and within 25 feet of the vortex is pulled 10 feet toward
it. A creature can swim away from the vortex by making a Strength
(Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or
starts its turn there, it must make a Strength saving throw. On a
failed save, the creature takes 2d8 bludgeoning damage and is
caught in the vortex until the spell ends. On a successful save, the
creature takes half damage, and isn’t caught in the vortex. A
creature caught in the vortex can use its action to try to swim
away from the vortex as described above, but has disadvantage on
the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object
takes 2d8 bludgeoning damage, this damage occurs each round it
remains in the vortex. |