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Control Water

Rubbing a pinch of dust and a drop of water together, you take control of nearby water with a grasping gesture.

Action - 40 ft. Cube (300 ft.) - 4th Level (Transmutation) - VSM - Concentration (10 Minutes)

You redirect standing or flowing water to move creatures or objects. Any creature of your choice who is in water or within 10 ft. of water is affected. The water must be at least 3 ft. deep.

Strength Save

  • Failure: Target is pushed 15 ft. in a direction of your choice.

  • Success: No effect.

  • Concentration: Once on each subsequent turn, you can use an action to control the water again, targeting as many creatures as you want in the original area.


You might direct water over obstacles, up walls, or against the flow of a river. You can push different creatures in different directions, using a combination of small whirlpools, undertows, and other intricate movements of the water. You can even push water outwards to grab creatures and pull them into the water. The water itself may have other effects, such as dousing flames, destroying webs, or creating difficult terrain, at your GM's discretion.

Classes:

Cleric, Druid, Sorcerer, Wizard

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