You hurl a rippling fist-sized mass of water at a creature within
range, which can be extended through hydromancy. Make a
ranged spell attack against the target. On a hit, the creature takes
1d6 bludgeoning damage, and if the creature is Large or smaller,
it is pushed up to 10 feet away from you. If you used hydromancy
with this spell, the creature is instead pushed away from the point
you chose to cast from.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
You attack with devastating yet precise cutting power at point-blank range.
Make a melee spell attack against a creature or object you can
reach, whether through normal means or hydromancy. On a hit,
the target takes 1d8 slashing damage. If the target is a creature or
object made of inorganic material such as stone, crystal, or metal,
the spell deals maximum damage to it. You can't target an object
that is being worn or carried by an unwilling creature.
At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
You cause a spout of water to emerge from a 5-foot-square on the
ground or on the surface of water that you can see within range,
which can be extended through hydromancy. Water emerges to fill
a 20-foot-tall cylinder with a 5-foot diameter that rises from the
chosen square and lasts for the duration.
A creature that enters the area for the first time on a turn or
starts its turn there must make a Dexterity saving throw, which it
can choose to fail. On a failed save, a creature is pushed to the top
of the cylinder. On a successful save, a creature is pushed 5 feet
out of the area into an unoccupied space of the creature's choice.
If no unoccupied space is available, the creature automatically
fails the saving throw.
The force of the water is enough to keep creatures aloft, though
it is impossible for a creature to stand at the top of the waterspout
unless it can normally stand on water. A creature that can't stand
on water is prone while it remains at the top of the cylinder.
Water created by this spell vanishes when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the height of the cylinder increases by 10 feet
for
each slot level above 2nd. increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You create a fast current within a body of water, forming a line
90 feet long and 10 feet wide in a direction of your choice extending
away from a point you can see within range. Each
creature that starts its turn in the line must succeed on a Strength
saving throw or be knocked prone and pushed 30 feet in the
direction following the line.
A creature in the line must spend 2 feet of movement for every
1 foot that it moves when moving against the tide.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, each creature in the line moving against the
tide must spend an extra 1 foot of movement for every 1 foot it
moves for every two slot levels above 1st.
You summon a squid and fling it at a creature within range, which
can be extended through hydromancy.
Make a ranged spell attack
against the target. On a hit, the squid explodes in a burst of ink.
The target takes 1d12 piercing damage and becomes blinded until
the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, you summon an additional squid for each slot
level above 1st. You can fling them at one target or several.
Each creature in a 15-foot cone
make a Dexterity saving throw. On a failed save, a target takes an
additional 1d4 necrotic damage each time it takes any piercing or
slashing damage before the start of your next turn.
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At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the additional damage increases by 1d4 for
every two slot levels above 1st.
The image of an overflowing chest of treasure appears in a space
you can see within range. When a creature comes within 5 feet of
the chest for the first time, it must make a Wisdom saving throw.
On a failed save, the creature is entranced by the chest and is
charmed for the duration. While charmed by this spell, the
creature is incapacitated and has a speed of 0.
At the end of each of its turns, an affected creature can make
another Wisdom saving throw. On a success, the target is no
longer charmed. The charm also ends for an affected creature if it
takes any damage or if someone else uses an action to shake the
creature out of its stupor.
If a creature uses its action to examine the chest, the creature
can determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature
discerns the illusion for what it is, the illusion becomes faint to
the creature and it becomes immune to the spell's effects.
You create a thin veil of water on the ground at a point you can
see within range, which can be extended through hydromancy. You can choose to make the veil up to 30 feet long and 10 feet high, or a circle that has a 10-foot diameter and is up to 10 feet high. The veil is 1 inch thick and transparent, but causes visual distortions of anything observed through it.
When a creature makes an attack, casts a spell, or uses an ability that targets a creature or object on the other side of the veil, roll a d20. On a roll of 10 or lower, the attack, spell, or ability fails or misses.
Choose a creature you can see within range. The target must make an Intelligence saving throw or become bound by a psychic anchor, which weighs it down and slows its movements. While weighed down, the creature's speed is reduced by 20 feet, it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity, and it sinks 30 feet at the start of its turn if it is swimming. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.
This spell allows you to move like water. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can propel yourself up to 20 feet in a straight line. If this moves you into another creature's space for the first time on a turn, that creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone.
At Higher Levels. When you cast the spell using a spell slot of 3rd level or higher, the distance you can propel yourself increases by 5 feet for each slot level above 2nd.
Make a melee spell attack against a creature you can reach, whether through normal means or hydromancy. On a hit, a creature takes 2d8 cold damage and must make a Constitution
saving throw. On a failed save, the creature is paralyzed until the end of your next turn. On a successful save, the creature is not paralyzed, and instead its speed is halved until the end of your next turn. If a creature affected by this spell takes damage, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose a point you can see within range. You cause water within a 10-foot-radius sphere centered on that point to rapidly cool and increase in salinity. The area becomes foggy and lightly obscured for the duration, and a creature moving through the area must spend 3 feet of movement for every 1 foot it moves.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d6 cold damage and is poisoned until the spell ends. On a successful save, it takes half as much damage and isn't poisoned. If a poisoned creature ends its turn outside of the sphere, it can make another Constitution saving throw, ending the condition on a success. Creatures that don't need to breathe or are holding their breath aren't poisoned by this spell.
On each of your turns after you cast this spell, you can use an action to move the sphere up to 30 feet in any direction, so long as the
sphere remains underwater.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the radius of the sphere increases by 5 feet for each slot level above 3rd.
You transform a willing creature you touch into a pool of water for the duration. Any objects the target is carrying or wearing meld into its new form and are inaccessible, though it continues to be affected by anything it was wearing, such as armor. The spell ends if the creature drops to 0 hit points. While in this form, the target is under the following effects:
•It gains a swimming speed of 30 feet, and can move over or through other liquids.
•It is indistinguishable from a normal pool of water while it remains motionless, and is invisible while underwater.
•It has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws.
•It can't be grappled or knocked prone.
•It can enter and occupy the space of another creature, and can move through a space as narrow as 1 inch wide without squeezing.
•It extinguishes nonmagical flames in any space it enters.
•It can't talk, attack, or cast spells
You conjure a small ball of water and hurl it at a point you can see within range, which can be extended through hydromancy. The ball then expands in an explosive blast of water. Each creature in a 20-foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed 20 feet away from the center of the sphere. On a successful save, a creature takes half as much damage and is pushed half as far.
The spell produces 50 gallons of water, which spreads out across the ground, extinguishing unprotected flames and forming a thin puddle in the area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the amount of water produced increases by 10 gallons for each slot level above 3rd.
You cause as a blast of steaming hot water to erupt in a 10-foot
radius, 60-foot high cylinder centered on a point on the ground or on the surface of water that you can see within range, which can be extended through hydromancy. Each creature in the area must make a Strength saving throw. On a failed save, a target takes 3d6 bludgeoning damage and 3d6 fire damage damage and is knocked prone if it is Medium or larger. On a successful save, it takes half damage and is not knocked prone. A Tiny or Small creature that fails the save is not knocked prone, but is instead flung 30 feet into the air, and lands 1d6 x 5 feet away in a random direction.
Water created by this spell then rapidly boils away. If cast on a point on the ground, any loose earth or stone in the area becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. If cast on a point on the surface of water, the spell deals an additional 1d6 bludgeoning damage.
At Higher
Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage or the fire damage (your choice) increases by 1d6 for each slot level above 3rd.
You rapidly lower the temperature in a 20-foot-radius sphere centered on a point you choose within range, which can be extended through hydromancy. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 3d10 cold damage and is restrained until the end of your next turn. On a successful save, the creature takes half as much damage and isn't restrained, but its speed reduced by 10 feet until the end of your next turn.
The spell freezes all nonmagical liquids with a volume of less than 1 gallon in open containers within the area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
You swing a weapon with the force of a whirlpool. Each creature within 15 feet of you must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you. As part of the action used to cast this spell, you can make a melee attack with a weapon at each creature that is pulled within 5 feet of you. If both you and the target are standing on or submerged in a body of water, you have advantage on the attack roll.
You manifest the pressure of the deep sea in a 20-foot-cube within range, which can be extended through hydromancy.
The area becomes difficult terrain for the duration. Each creature within the area when the spell is cast must succeed on a Strength saving throw or become blinded and restrained for the duration. Each creature that enters the spell's area for the first time on its turn or starts its turn there must also succeed on a Strength saving throw or become blinded and restrained for the duration. A creature has advantage on the saving throw if it has a swimming speed, and automatically succeeds if it is immune to the effects of being underwater at a depth greater than 100 feet.
A creature restrained by the spell that starts its turn within the area takes 1d6 bludgeoning damage, and can use its action to make a Strength check against your spell save DC, ending the spell on itself on a success.
When the spell ends, either because your concentration is broken or because you decide to end it, each creature restrained
by the spell takes 1d6 bludgeoning damage for each round that has passed since you cast the spell from the change in pressure.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the cube increases by 10 feet for each slot level above 4th.
You choose a creature you can see within range, which can be extended through hydromancy, and conjure a liquid within its lungs. Roll 12d8, if the target has hit points equal to or fewer than the total, it begins suffocating and becomes unable to breathe or speak for the duration.
If the target has hit points greater than the total, the spell is still cast but doesnt take effect until the targets hit points drop below the total.
Creatures that dont have lungs, dont need to breathe, or can breathe water are unaffected by this spell.
As an action, the creature can make a Constitution saving throw. On a success, the spell ends.
Until the spell ends, you can use a bonus action on your turn to cause liquid to swell inside the targets lungs and cause it take 2d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, roll an additional 2d8 for each slot level above 4th.
You cause a 20-foot tall, 5-foot radius cylinder of searing steam to
erupt from point on a surface you can see within range, which can be extended through hydromancy. The area fills with hot steam, and is heavily obscured until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each creature in the area must make a Constitution saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage.
On each of your turns until the spell ends, you can use your action to create another vent in this way, targeting the same point or a different one. When you do so, any vents previously created by this spell cease to produce steam and disperse.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
You bestow a curse upon a 30-foot cube within range, eating away metal within the area. Each object thinner than 3 inches in any dimension made of metal within the area is destroyed (including nonmagical shields, weapons, and ammunition). Objects that aren't completely destroyed by the spell become coated with a layer of rust. Each nonmagical suit of medium or heavy armor made of metal within the area instead takes a permanent -5 penalty to the AC it offers. If the penalty reduces the armor's AC to 10 or lower, it is destroyed. Otherwise, the armor seizes at the joints, and a creature wearing it becomes restrained. A creature restrained by the armor can use its action to make a Strength check against your spell save DC, freeing itself on a success.
Objects made of silver, gold, platinum, mithril, and adamantineare unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you target an additional 30-foot cube for each slot level above 4th. Each
cube must have at least one face adjacent to the face of another cube, and must originate from a point within range.
You create a layer of slick ice, 6 inches thick, in a 30-foot radius
circle centered on a point on the ground or on the surface of water
that you can see within range, which lasts for the duration. The
ice suppresses any underlying terrain that doesn't protrude past
the surface of the ice.
A creature moving across the ice spends 1 foot of movement
for every 2 feet it moves, and must succeed a Dexterity saving
throw when it moves more than 5 feet across the ice for the first
time on a turn or be knocked prone. When a creature attempts to
get up from prone while on the ice, it must succeed on a Dexterity
check against your spell save DC. On a failure, it falls prone
again. When you cast this spell, you can designate any number of
creatures you can see to automatically succeed on ability checks
and saving throws made against this spell.
At Higher Levels. When you cast this spell using a spell slot of
5th level or higher, the radius of the ice increases by 10 feet for
each slot level above 4th.
You wreath a weapon with aqueous energy, lashing out with the force of increasingly powerful tides. As part of the action used to cast this spell, you can make up to three melee attacks with a weapon. You can direct the attacks at the same target or at different ones. The first attack deals an additional 1d10 damage, the second attack deals an additional 2d10 damage, and the third attack deals an additional 3d10 damage.
20-foot cube within range liquefies into water with the same
appearance and shape of its original material. For example, a
stone statue liquefied with this spell retains its shape, color, and
appearance without collapsing or dripping. The water is retains
the color and opacity of the object, potentially obscuring creatures
and objects submerged in it. Water created with this spell can't be
moved out of the spell's area, and magically refills if removed.
When the spell ends, the water solidifies back into solid matter,
and each creature or object submerged within the water is shunted
to the nearest unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, the size of the cube increases by 10 feet for
each slot level above 5th.
You name a destination and conjure a Gargantuan force in the
form of a spectral whale, which appears in a body of water within
range and lasts until the spell ends. If there isn't enough room for
the whale to manifest, the spell fails. When it is conjured, the
whale immediately devours you and up to 5 willing creatures of
your choice within 10 feet of you, and then begins traveling
toward the named destination, which must border a river, ocean,
or other body of water, or be underwater. If the destination and
your starting body of water are not connected by at least one
water route, the spell fails.
The whale has a swimming speed of 300 feet, and can move 30
miles in an hour (240 miles in 8 hours). It travels at a depth of 30
feet in bodies of water that can accommodate it, or otherwise
along the surface. Upon reaching your final destination, the whale
disgorges you and all other passengers on the shoreline nearest
the destination, and the spell ends. If the whale does not reach the
destination by the time the spell ends,
it discharges all creatures
inside it on the nearest piece of solid ground.
The interior of the whale is warm, comfortable, and relatively
dry, with enough air to sustain all passengers for the duration of
the spell. Nothing - not physical objects, energy, or other spell
effects - can enter or exit the whale. The whale is immune to all
damage, and a creature or object inside can't be damaged by
attacks or effects originating from outside, nor can a creature
inside the whale damage anything outside it.
A disintegrate spell targeting the whale destroys it without
harming anything inside it.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, the whale's speed increases by 50 feet (5 miles
per hour) for each slot levels above 5th.
You transform the flesh of a creature you can see within range
into burning fuel. The target must make a Constitution saving
throw. On a failed save, the target takes 6d10 necrotic damage
and ignites in flames. On a successful save, the target takes half as
much damage and isn't set ablaze. While ablaze, the target sheds
bright light in a 30-foot radius and dim light for an additional
30 feet. At the start of each of the target's turns, it and each
creature within 10 feet of it takes 2d10 fire damage. At the end of
each of its turns, the target can make a Constitution saving throw.
On a success, the spell ends.
If you target a creature without flesh, such as an ooze, iron
golem, or skeleton, the spell fails.
At Higher Levels. When you cast this spell using a spell slot
of 6th-level or higher, both the necrotic and fire damage increase
by 1d10 for each slot level above 5th.
You cause water to freeze within a 20-foot cube within range,
forming an iceberg. Each creature in the area can make a
Dexterity saving throw. On a success, it can use its reaction to
move up to its speed so that it is no longer in the area. Otherwise,
a target becomes trapped within the transparent ice. A creature in
the iceberg is restrained and has total cover against attacks and
other effects that originate from outside of its own space.
The iceberg is a Gargantuan object with AC 12 and 100 hit
points, and it is vulnerable to fire damage. It floats on the surface
of water, and rises at a rate of 60 feet per round at the start of each
of your turns if it is submerged in water. If the iceberg is reduced
to 0 hit points, it shatters, freeing any creatures trapped within it.
When a creature moves more than 5 feet for the first time on a
turn while standing on top of the iceberg, it must succeed on a DC
10 Dexterity saving throw or be knocked prone.
At Higher Levels. When you cast the spell using a spell slot of
6th level or higher, ice's maximum hit points increase
by 20 and the size of the cube you can target increases by 10 feet for each slot level above 5th.
You manipulate freestanding water within the spell's range,
causing it to surge forward in a slithering path. Choose a point
within range, which can be extended through hydromancy, that is
within a body of water. The water moves in a 5-foot-wide path
originating from that point. You can shape the path in any way
you choose so long as it is continuous, doesn't intersect itself, and
remains within range at all times. The length of this path is a
number of feet equal to the number of gallons contained within
the body of water you chose, up to a maximum length of 120 feet.
Each creature in the path must make a Dexterity saving throw. On
a failed save, a creature takes 6d10 bludgeoning damage and is
pushed up to 20 feet along the path. On a successful save, the
creature takes half as much damage and isn't pushed.
The spell moves the water used to form the path, up to 120
gallons of water, to the end of the path, where it pools up.
At Higher Levels. When you cast this spell using a spell slot of
6th level or higher, the damage increases by 1d10 for each slot
level above 5th.
A violent squall of sulfuric rain sweeps through a location you
choose within range. The area of the squall consists of up to ten
10-foot cubes, which you can arrange as you wish. Each cube
must have at least one face adjacent to the face of another cube.
Each creature in the area must make a Dexterity saving throw. It takes
4d8 acid damage on a failed save, and takes half as much
damage on a successful one. The squall also damages objects not
being worn or carried.
The area of the spell then becomes covered in yellow, caustic
sulfur for the duration of the spell. The sulfur floats in place when
cast on water or underwater, and clings to solid surfaces. When a
creature moves into or within the area, it takes 1d8 acid damage
for every 5 feet it travels. The sulfur is flammable. If any part of
the area comes into contact with fire, the entire area erupts into
flames and burns away in 1 round, dealing 4d8 fire damage to any
creature that starts its turn in the fire. The spell ends when the
sulfur is burned
away.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, the initial damage increases by 1d8 for each
slot level above 6th.
A colorful layer of shell-like armor forms around your body, absorbing the triggering damage. Until the start of your next turn, you are immune to all damage, your speed is 0, you are incapacitated, and attacks against you have advantage. The first time you deal damage to a creature with an attack or spell on your next turn, you can deal additional damage equal to the damage you would have taken while you were incapacitated.
You choose a point on the ground or on the surface of water that
you can see within range, which can be extended through
hydromancy, and transform a 20-foot radius area on the surface
around the point into a portal into the deep ocean. When a
creature moves through the portal, it appears in the depths: a
20-foot-radius column of water that extends downward indefinitely,
with an opening at the top in the shape of the portal. A creature can enter
or exit the depths by passing through the portal.
If the portal is on the surface of a body of water, the water
within the depths count as part of that body of water.
When a creature starts its turn within the depths, it must make a
Constitution saving throw. On a failed save, a creature take 4d6
cold damage, sinks 50 feet into the water, and becomes stunned
until the start of its next turn. Additionally, if a creature starts its
turn at a depth of 100 feet or more, it takes
1d6 bludgeoning
damage for every 10 feet of depth past 100 feet, to a maximum of
20d6. Creatures that are native to the deep sea automatically
succeed on this saving throw and are immune to all damage from
this spell.
As a bonus action on each of your turns before the spell ends,
you can cause water from the portal to leap out and grab at a
creature you can see within 10 feet of it. The creature must
succeed on a Strength saving throw or be dragged through the
portal, into the depths.
When the spell ends, any creatures and objects within the
depths are shunted to the nearest unoccupied spaces within 5 feet
of the portal.
At Higher Levels. When you cast this spell using a spell slot of
7th level or higher, the cold damage increases by 1d6 for each slot
level above 6th
You create a whirl of shadowy saltwater in a 30-foot-radius
sphere centered on a point you can see within range, which can be
extended through hydromancy. Each creature in the area must
make a Dexterity saving throw, taking 4d8 slashing damage and
4d8 necrotic damage on a failed save, or half as much damage on
a successful one.
If the damage from this spell reduces one or more creatures to
0 hit points, you can grant 4d8 temporary hit points to a number
of creatures you can see within range equal to the number of
creatures reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of
8th level, the necrotic damage and temporary hit points increase
by 1d8 for each slot level above 7th.
You manifest the jaws of a leviathan, erupting from a point on the
ground or on the surface of water that you can see within range,
which can be extended through hydromancy. Each creature within
a 20-foot radius, 80-foot high cylinder centered on the point must
make a Dexterity saving throw. On a failed save, a target takes
12d6 force damage and is banished. On a successful save, it takes
half as much damage and isn't banished.
If the spell is cast targeting a point on the ground, all creatures
banished by this spell are transported to a harmless demiplane.
Each creature remains there until the spell ends, at which point it
reappears in the space it left or in the nearest unoccupied space if
that space is occupied.
If the spell is cast targeting a point on the surface of a body of
water, all creatures banished by this spell are transported to the
Elemental Plane of Water. Each creature is blinded and restrained,
and takes 6d6 bludgeoning damage at the start of each of its
turns. Each creature remains there until the spell ends, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied
You create a 50-foot-radius sphere of water centered on a point of
your choice you can see within range. Until the spell ends, the
sphere's radius increases by 5 feet at the beginning of each of
your turn. When a creature enters the spell's area for the first time
on a turn or starts its turn there, it must make a Constitution
saving throw. It takes 6d8 bludgeoning damage on a failed save,
or half as much damage on a successful one. The water
extinguishes all flames within the sphere.
When the spell ends, the sphere falls to the ground and forms a
shallow pool of water with a radius equal to twice the sphere's
radius, extinguishing all normal flames within the area. Each
creature in the area must succeed on a Strength saving throw or
be knocked prone. Any creature in the sphere is knocked prone in
the space where it falls.
You cause a solid surface within range to shift and break apart, creating a chasm. You can make the chasm up to 5 miles long, 500 feet wide, and 100 feet deep. This spell splits earth and stone, but can't manipulate artificial construction. Man-made structures in the area of the chasm shift to accommodate the new terrain, moving harmlessly to whichever side of the chasm it is closer to. When complete, the chasm then fills with your choice of saltwater or freshwater, forming a gulf.