4th-level transmutation
Casting Time 1 action
Range 300 feet
Components V S M (Water, dust)
Duration Conc. Up to 10 minutes

You control any freestanding water inside a cube up to 100 feet on any side. You can choose one of the following effects. As an action, you can repeat the same effect or choose a different one.

  • Flood: The water level rises by up to 20 feet. If the area includes a shore, the water spills onto land. The water level remains elevated until the spell ends or you choose a different effect. If you choose an area in a large body of water, you create a 20-foot tall wave that travels from one side of the area to the other, then crashes down. Any Huge or smaller vehicles in the wave's path are carried with. If struck by the wave, they have a 25% chance of capsizing. The wave repeats on the start of your next turn while the flood lasts.
  • Part Water: You cause the water to move apart and create a trench. The trench extends across the spell's area. The separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. Once the spell ends, the water refills in the trench over the course of the next round.
  • Redirect Flow: You cause flowing water to move in a direction you choose, even if the water has to flow in unlikely directions. The water moves as you direct it, but once it's out of the spell’s area, it resumes flow based on the terrain. The water moves until the spell ends or you choose a different effect.
  • Whirlpool: You cause a whirlpool to form in the center of a body of water at least 50 feet wide and 25 feet deep. The whirlpool is a vortex 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. Swimming away requires an Athletics check. When a creature enters the vortex or starts its turn there, it must make a Strength save. On failure, it takes 2d8 bludgeoning damage and is caught in the vortex. On a success, it takes half damage and isn't caught. A creature caught can use its action to try to swim away, but has disadvantage the check. The first time an object enters the vortex, it takes 2d8 bludgeoning damage. This damage occurs each round it remains in the vortex.
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