Control Water: Difference between revisions

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Choose a point within range. All water within a 30 ft radius of that point responds to your commands for the duration. This might be one large body of water or several small ones. On each of your turns while maintaining this spell, you can spend the appropriate amount of AP to do any of the following actions.
Choose a point within range. All water within a 30 ft radius of that point responds to your commands for the duration. This might be one large body of water or several small ones. On each of your turns while maintaining this spell, you can spend the appropriate amount of AP to do any of the following actions.


'''Command Waves (3 AP).''' Cause the water in the area to become either rough or smooth until the end of your next turn. If rough, creatures must spend +1 ft of movement for every 1 ft that they move, even if they have a swim speed.
* '''Command Waves (3 AP).''' Cause the water in the area to become either rough or smooth until the end of your next turn. If rough, creatures treat this as Difficult Terrain, even if they have a swim speed.
 
* '''Current (1 AP).''' The water flows in a direction of your choice. Until your next turn, any creature that starts its turn in the water moves 30 ft in the direction of the current, ending this movement early and taking 1d10 blunt damage if they hit dry land or an obstacle.
'''Current (1 AP).''' The water flows in a direction of your choice. Until your next turn, any creature that starts its turn in the water moves 30 ft in the direction of the current, ending this movement early and taking 1d10 blunt damage if they hit dry land or an obstacle.
* '''Maelstrom (4 AP).''' You can only use this ability if the entire area of your spell is uninterrupted water. Choose clockwise or counterclockwise. When a creature starts its turn in the area, it must make an END check against a DC of 10 + your magic attribute. On a failure, they move 30 ft in a curve along the maelstrom’s path in the direction you chose. If they strike an object as part of this movement, they take 1d10 blunt damage. They also take 1d6 blunt damage per subsequent round that you have used this feature (max 4d6).
 
* '''Mists (2 AP).''' The area becomes misty, imposing Concealed on all creatures in the area until the end of your next turn.
'''Maelstrom (4 AP).''' You can only use this ability if the entire area of your spell is uninterrupted water. Choose clockwise or counterclockwise. When a creature starts its turn in the area, it must make an END check; the DC is 10 + your magic attribute. If they fail, they move 30 ft in a curve along the maelstrom’s path in the direction you chose. If they strike an object as part of this movement, they take 1d10 blunt damage. If they failed their END check, they also take 1d6 blunt damage per subsequent round that you have used this feature (max 4d6).
* '''Spout (2 AP).''' Make a magic attack against the ANT of a creature that is in the area of water you control. On a hit, the creature takes 1d10 blunt damage and is hurled 30 ft into the air, taking another 2d10 damage if this motion is interrupted by an object.
 
* '''Tidal Wave (10 AP).''' You can spend AP on this feature over multiple rounds, as though conjuring. You cannot spend AP on anything else on your turn while doing so. You can only use this ability if the entire area of your spell is uninterrupted water. When you have spent enough AP to trigger this effect, make a magic attack against the FORT of each creature in the area. On a hit, deal 3d10 damage, the creature falls Prone, and it is Staggered until the end of its next turn. On a miss, a creature takes 1⁄2 damage and falls Prone but is not Staggered.
'''Mists (2 AP).''' The area becomes misty, imposing Concealed on all creatures in the area until the end of your next turn.
 
'''Spout (2 AP).''' Make a magic attack against the ANT of a creature that is in the area of water you control. On a hit, the creature takes 1d10 blunt damage and is hurled 30 ft into the air, taking another 1d20 damage if this motion is interrupted by an object.
 
'''Tidal Wave (10 AP).''' You can spend AP on this feature over multiple rounds, as though conjuring. You cannot spend AP on anything else on your turn while doing so. You can only use this ability if the entire area of your spell is uninterrupted water. When you have spent enough AP to trigger this effect, make a magic attack vs the FORT of each creature in the area. On a hit, deal 3d10 damage, the creature falls Prone, and it is Staggered until the end of its next turn. On a miss, a creature takes 1⁄2 damage and falls Prone but is not Staggered.
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Latest revision as of 15:48, 1 August 2025

Control Water

Primal Spell, Altering, Conjuring 2
APC: 10
SPC: 20
Range: 300 ft
Requires: Gesture, Verbal, Visual, Line of Sight
Duration: 1 minute
Spell Description
You command a body of water to obey your will.

Choose a point within range. All water within a 30 ft radius of that point responds to your commands for the duration. This might be one large body of water or several small ones. On each of your turns while maintaining this spell, you can spend the appropriate amount of AP to do any of the following actions.

  • Command Waves (3 AP). Cause the water in the area to become either rough or smooth until the end of your next turn. If rough, creatures treat this as Difficult Terrain, even if they have a swim speed.
  • Current (1 AP). The water flows in a direction of your choice. Until your next turn, any creature that starts its turn in the water moves 30 ft in the direction of the current, ending this movement early and taking 1d10 blunt damage if they hit dry land or an obstacle.
  • Maelstrom (4 AP). You can only use this ability if the entire area of your spell is uninterrupted water. Choose clockwise or counterclockwise. When a creature starts its turn in the area, it must make an END check against a DC of 10 + your magic attribute. On a failure, they move 30 ft in a curve along the maelstrom’s path in the direction you chose. If they strike an object as part of this movement, they take 1d10 blunt damage. They also take 1d6 blunt damage per subsequent round that you have used this feature (max 4d6).
  • Mists (2 AP). The area becomes misty, imposing Concealed on all creatures in the area until the end of your next turn.
  • Spout (2 AP). Make a magic attack against the ANT of a creature that is in the area of water you control. On a hit, the creature takes 1d10 blunt damage and is hurled 30 ft into the air, taking another 2d10 damage if this motion is interrupted by an object.
  • Tidal Wave (10 AP). You can spend AP on this feature over multiple rounds, as though conjuring. You cannot spend AP on anything else on your turn while doing so. You can only use this ability if the entire area of your spell is uninterrupted water. When you have spent enough AP to trigger this effect, make a magic attack against the FORT of each creature in the area. On a hit, deal 3d10 damage, the creature falls Prone, and it is Staggered until the end of its next turn. On a miss, a creature takes 1⁄2 damage and falls Prone but is not Staggered.
Upcharge
Upcharge: +1 minute per +10 SP

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