Waveform
5th-level Wild Magic · Concentration
Casting Time
Action
Range
300 ft
Components
V, S, M (A small carved oar decorated with aquamarine worth 500+ GP)
Duration
One Minute
This spell allows you to shape and mold existing water to your liking. The water affected by this spell must be within range and still behaves like regular water with respect to gravity and normal fluid properties. Thus, you cannot use this spell to create a humanoid form out of water that is capable of walking around on dry land. This spell is particularly useful in larger bodies of water where you can create gigantic waves, geysers, whirlpools, etc. At the DM’s discretion the spell can have other effects or the effects can be made weaker as determined by the caster. If a creature made of water such as a Water Elemental is hit, it has disadvantage on the saving throw and takes twice as much damage and the spell ends. The water can be directed to crash into vessels to capsize them or damage their hulls as well.
Wave: Water is directed to crash into living creatures as a gigantic wave, Medium sized creatures or smaller must make a STR saving throw with disadvantage and on a failed save are swept up to the maximum range of the spell away and are knocked Prone. Large creatures or larger make the saving throw and on a failed save are knocked Prone. A creature that fails the save takes 5D10 Bludgeoning damage or half as much on a successful save.
Geyser: Water is directed to spray upward in a 20 ft diameter column that is 100 ft tall. Medium sized creatures or smaller must make a STR saving throw with disadvantage and on a failed save are swept up to the maximum range of the spell away and then either fall or are kept aloft by the water (Your choice). Large creatures or larger make the saving throw and on a failed save are knocked Prone and take 4D10 Bludgeoning damage and on a successful save take half as much damage and are not knocked Prone.
Whirlpool: Water is directed to swirl about in a 30 ft diameter circle. Each turn every creature that is Large or smaller must make a STR saving throw and on a failed save are drawn 10 ft closer to the center of the whirlpool, on a successful save the creature remains in place. Objects that are Large or smaller and creatures without a Swimming speed automatically fail the save. Each creature and object at the center of the whirlpool takes 1D6 Bludgeoning damage for each turn the whirlpool has been active. A creature at the center who succeeds the saving throw moves 10 ft away from the center.
Subclasses