Runarcana

Chapter 10 · Magic

Control Water

Elemental (water) 4th-level

Level
4
Casting Time
1 action
Range
300 feet
Components
V, S, M (a drop of water and a pinch of dust)
Duration
Concentration, up to 10 minutes
Water

Until the spell ends, you control any standing body of water within an area of your choice, in a 100-foot cube. 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.

Part Water. You cause the water in the area to move apart and create a trench. The trench extends across the entire area of the spell, and the displaced water forms a wall on both sides. The trench remains until the spell ends or you choose a different effect. The water then slowly fills the trench over the course of the next round until the normal water level is restored.

Flood. You can cause the water level of all standing water in the area to rise by up to 20 feet. If the area includes a shore, the floodwater 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 breaks. Any vehicles of Large size or smaller in the wave’s path are carried along with it to the other side. Any vehicles of Large size or smaller struck by the wave have a 25% chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, it repeats at the start of your next turn for as long as the flood effect lasts.

Redirect Flow. You cause the flow of water in the area to move in a direction you choose, even if the water has to flow through obstacles, climb walls, or move 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’s 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 square feet in area and 25 feet deep. You cause a whirlpool to form at the center of the area. The whirlpool forms 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 about 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making an Athletics check against your spell save DC.

When a creature enters the vortex for the first time on its turn or starts its turn there, it must make a Strength saving throw. On a failure, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a success, the creature takes half the damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from it, as described above, but has disadvantage on the Athletics check to do so.

The first time in each turn that an object enters the vortex, it takes 2d8 bludgeoning damage; this damage occurs every round it remains in the vortex.