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 capsizing.
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.
* - (a drop of water and a pinch of dust)
A little bit of math to make the part water option even better:
I feel a lot of people assume that the area of spells has to be parallel to the ground. The description doesn't say so though, so as long as you're in range, you can rotate the cube as you wish and the water will be forced out of it. If you want to sink a ship that is longer than 100 ft for example, just summon the cube so that the ship is along the diagonal, which is ((100^2)*2)^(1/2)≈140 ft. That is longer than any ship in the game! If that is still not enough, rotate the cube once more, so that the ship is along it's 3d diagonal, rather than the flat, 2d one. That length is (100^2+100^2+100^2)^1/2≈173ft, almost double the usual size of the spell! The trench created would be over 85 ft. deep, causing the ship to take significant damage, if not get destroyed outright. For added destruction, cast it so that the ship isn't fully over the trench and tips over the edge as it begins to fall, hitting the bottom nose or back first, taking even more structural damage as it's frame buckles under it's own weight and causing creatures on deck to fall overboard. Unless it's made of metal, I'd say the ship would splinter at least in two, as wood would not be able to withstand the sudden impact of deceleration.
Davy Jones didn't need a kraken, a 7th level spell caster is the real terror of marine warfare!
i was about to correct you about misreading the spell and shapes and stuff, until i read your post for the 4rd time and finally understood what you meant.
You, Sir, are a genious!! My Cleric is so going to abuse this if i ever get the chance! Can't wait to see the look on my DMs face when i ruin his carefully planned sea-battle =)
I feel like you should be able to make a tidal wave with this. I know tidal wave is a spell now, but I feel like with a higher level spell called "control water" you should be able to do something like, i don't know, make a tidal wave with it.
The flood effect creates a tidal wave, at least over bodies of water.
Folamh,
This is not how to calculate the interior diagonal length for a cube. The formula you were looking for is (100^2+100^2+100^2)^1/2, or about 173ft. This is still very long, but it's not the 200 ft you claim it is.I think it’s very interesting that clerics get this spell. A biblical reference.
You're right, this what I get for trying to do 3d math in my head. Thanks for catching that.
Technical question: I know it says control water, but I have not seen a spell that says specifically control liquid. Could this technically be a spell utilize to control liquids in a mixing situation, for picking up chemicals that have fallen to the floor?
Hypothetically, could one use the "redirect flow" on open water and force a current to pull a ship at extra speed/precision?
Can anyone tell me how and if you can influence blood with this spell?
Sadly, blood is not “freestanding water”.
avatar spell
Really cool spell
Kiss4Me, In the right campaign, you could have a cleric work out a deal with a (probably evil deity) to be granted the power you seek. DM willing, of course. Blood bending is not for everyone.
I am quite confused about the description of the Whirlpool effect, probably because English is not my first language.
The description says: "This effect requires a body of water at least 50 feet square and 25 feet deep." Does the "50 feet square" mean equivalent of "50-foot square" (a square 50x50 feet), or is it "50 square feet" (a square 7x7 feet)?
@SharkaOfSea - body of water at least 50 feet square is a square at least 50 feet on a side (and 25 feet deep). This allows one to form the whirpool with a 50-foot diameter ("at least 50 feet wide at the top").
This spell is Poorly written.
My last game session (underwater campaign) was the first time I've seen the whirlpool effect used and it really bogged down the game. As written it seems to have the largest volume AOE of any spell.
With my post session review of this particular effect of this spell I've gleaned a few points which become clearer in a very close reading of the text.
1) Whirlpool creates 2 distinct zones with distinct effects: the vortex itself and the adjacent (within 25') "pull zone."
2) when the spell is cast all targets in the Pull Zone move 10' towards the vortex. [RAW] no save because you can't initiate movement on another character's turn. [Rule as Reasonable] As A Reaction each character in the Pull Zone can make an athletics check to resist the pull.
3) [RAW] the Pull Zone is not an instantaneous effect, it persists as long as the vortex does. If this is played as an instantaneous nonpersistant effect instead, it would make the spell much simpler and far less overpowered.
4) Character only needs to use their action to save for movement (at disadvantage) if they are IN the vortex, not if they are in the Pull Zone. In the Pull Zone the athletics check to move away from the vortex is a part of movement (FREE ACTION.)
5) when in the noncasters turn the pull effect of the Pull Zone takes place is not specified. I believe the RAI is that it takes place at the beginning of the characters turn, before they use their movement. If instead it occurs at the end of the character's turn the spell becomes less effective.
6) the spell causes no damage on the turn it is cast Unless the casting results in targets entering the vortex. This is the only round in which the spell can exceed 2d8 damage, i.e 2d8 on the casters turn and 2d8 at the beginning of the targets' turns. On all other rounds it does a maximum of 2d8 damage to each target on that targets turn only Unless the target leaves the vortex and is subsequently pushed back into the vortex on another character's turn.
7) the number of dice rolls this effect requires is far over the top. Roll to move, roll to avoid damage for all characters in an AoE that can contain multiple gargantuan creatures or scores of M sized creatures is just a bit much.
Is it only literal water? What if there were large quantities of some other liquid like wine or beer which both are mostly water?
Finally caught up the the Episode of Critical role that Caduceus used this. Can't believe i've slept on this spell for so long
Could this be used to Part Waters directly under a ship? Would there be a save, or proficiency check to avoid the trench?