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.
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it,it has advantage on the saving throw.
While the beast is charmed,you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required),which it does its best to obey. You can specify a simple and general course of action,such as Attack that creature,Run over there,or Fetch that object. If the creature completes the order and doesn't receive further direction from you,it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn,the creature takes only the actions you choose,and doesn't do anything that you don't allow it to do. During this time,you can also cause the creature to use a reaction,but this requires you to use your own reaction as well.
Each time the target takes damage,it makes a new Wisdom saving throw against the spell. If the saving throw
succeeds,the spell ends.
At Higher Levels: When you cast this spell with a 5th-level spell slot,the duration is concentration,up to 10 minutes. When you use a 6th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 7th level or higher,the duration is concentration,up to 8 hours.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw,which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell,it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part,lock of hair,bit of nail,or the like -10.
On a successful save,the target isn't affected,and you can't use this spell against it again for 24 hours.
On a failed save,the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target,remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous
orb about the size of your fist.
Instead of targeting a creature,you can choose a location you have seen before as the target of this spell. When you do,the sensor appears at that location and doesn't move.