Control Water

Control Water
Level4th Level Casting Time1 action Range100m
AoECube (30m) DurationConcentration, up to 10 minutes
SchoolAqua ComponentsV, S, M (a drop of water and a pinch of dust)
ClassesBlack Mage, Geomancer, White Mage*

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 30m 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 6m. 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 6m 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% 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 16m square and 8m deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 2m wide at the base, up to 16m wide at the top, and 8m tall. Any creature or object in the water and within 8m of the vortex is pulled 4m toward it. A creature can swim away from the vortex by making a STR (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 STR saving throw. On a failed save, the creature takes 2d8 WATER 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 STR (Athletics) check to do so.

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