Water Spells v1

by SeethingGinger

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New Water Spells

Aquajet

1st level Conjuration


  • Casting Time: 1 Action
  • Range: self (30 foot line)
  • Components: S,M (A small length of lead pipe)
  • Duration: Instantaneous

A pounding pulse of water blasts from your palm towards your enemies. Each creature in 30 foot long, 10 foot wide line emanating from you must make a strength saving throw. Each creature takes 2d6 cold damage and is pushed to the end of the line on a failed saving throw, or half as much damage and is not pushed on a successful one.


At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st

Create Geyser

7th level Transmutation


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V,S,M (a drop of water touched to a pebble)
  • Duration: Instantaneous

You summon the deep waters of the world to explode forth. A 10 foot radius fountain of water explodes forth from a point you can see within range. Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is briefly launched 80 feet into the air atop a pillar of water. Creatures that fail to reach the maximum height of the geyser take 1d6 bludgeoning damage for every 10 feet they are unable to travel from the force of impact. At the end of your turn, the geyser stops and each creature atop falls to the earth. On a success, the creature is safely ejected outside of the spell's area and takes half as much damage.

Desiccation

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S,V
  • Duration: Concentration, up to 1 Minute

You touch a creature and extract the liquid from it. The target must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save and become poisoned until the spell ends. At the end of each of its turns, the target must make a Constitution saving throw, taking 2d10 necrotic damage on a failure. On a success, the spell ends on the target. Creatures that contain no liquids are unaffected by this spell. A creature killed this way turns into a pile of dry dust.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, this spell does an additional 1d10 damage for each slot level above 2nd.

Drown

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V,S
  • Duration: Instantaneous

You fill a breathing creature's lungs with water. Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature takes 9d6 necrotic damage, cannot speak, and has its movement reduced to 0 as it clutches its throat and chest. At the end of each of its turns, it must make a Constitution saving throw. If a creature fails three saving throws, including the initial saving throw, it drops to 0 Hit points and begins making death saving throws. On a successful saving throw, the creature ejects the water from its lungs, ending the spell. Creatures that can breathe water or do not breathe at all automatically pass their saving throws.

Hydroburst

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You hurl a small orb of water at a nearby creature. The target must make a Dexterity saving throw, taking 1d8 cold damage and becoming completely doused in water on a failure. This water extinguishes any non-magical flames affecting the creature or that they are carrying. This spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Juriath's Dome

6th level Conjuration


  • Casting Time: 1 Action
  • Range: Self (10 foot hemisphere)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon a dome of opaque, roiling water. The dome is centered on you and is 1 foot thick, 10 feet high and 20 feet wide. When the dome appears, if it cuts through a creature’s space, that creature must make a Strength saving throw. On a failed save, the creature is forcibly ejected to the outside of the dome and takes 5d6 bludgeoning damage. The dome blocks line of sight completely. Fire, Cold, Poison, Electricity and Acid cannot pass through the dome's area of effect. Any other attack made through the dome suffers disadvantage. Any creature, as an action on its turn, can attempt to pass through the dome by making a Strength saving throw. On a failure, their movement is reduced to zero, On a success, they move

Liquid Armaments

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: S,V,M (a three pronged piece of driftwood)
  • Duration: Concentration, up to 1 minute

You create a trident and shield out of pure water to act as both defense and offense. While affected by the spell, you gain the following benefits

  • You are proficient in the use of both the trident and the shield.
  • While holding the shield you have advantage on dexterity saving throws against area of effect spells and traps that have an effect you can see.
  • When you make the attack action on your turn and attack with the trident, you may make two attacks instead of one. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.
  • You may choose to throw the trident as part of an attack. If it hits, it explodes in your choice of frigid or scalding water. All creatures, including the target, within 5 feet of the point struck take 3d6 damage of either fire or cold damage, at your choice.
  • As a bonus action on your turn, you can re-create the trident in your hand.

Roiling Wave

4th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (Three glass vials, one of loam, one of mud, and one of sand)
  • Duration: Concentration, up to 1 minute

The earth itself ripples and churns itself into waves, flinging creatures about. Each creature you choose within 20 feet of a point you can see within must make a Dexterity saving throw. A creature takes 4d6 damage and is moved 10 feet towards the edge of the spell's area on a failed save, or half as much damage and is not moved on a success. The spell's area is difficult terrain. As an action on your turn, you may move the area of the spell to another point within range, and all creatures within the area are affected by the spell as if you had just cast it. If you do not move the spells area, creatures entering the spells area for the first time on their turn or ending their turn within the area of the spell must make a Dexterity saving throw. A creature that fails this save takes 4d6 damage and is moved 10 feet towards the edge of the spell's area.

Scalding Reprisal

2nd level Conjuration


  • Casting Time: 1 reaction, which you take when you are attacked
  • Range: 10 feet
  • Components: S,V
  • Duration: Instantaneous

A scalding blast of steam bursts forth from your hand. If this reaction is taken against an weapon attack, the creature has disadvantage on all attacks until the end of its turn. If this reaction is taken against a spell attack, the creature must make a concentration check with a DC equal to your spell DC. If it fails, it loses the spell slot and the spell does not take effect.

Sudden Sea

9th level Transmutation


  • Casting Time: 1 Action
  • Range: 1 mile
  • Components: S,M
  • Duration: Concentration up to 1 hour

With intense focus, you depress the earth and water speeds to fill the space. Choose a point within range. The land in up to a 1000 foot radius, as you choose, collapses 15 feet and fills with rushing water. Each creature caught in the onslaught of rushing water must make a Dexterity saving throw. A creature takes 12d6 bludgeoning damage and 12d6 cold damage on a failed save, or half as much on a success as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated by the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and the land gently returns to its form.

Undertow

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V,S,M (a broken fishbone)
  • Duration: Instantaneous

You summon a roaring current of water that pulls creatures away. Choose a creature you can see within range and center a 5 foot deep, 30 wide rush of water on that creature. Every creature within the wave when it is created must make a Strength saving throw. On a failed save, a creature takes 12d6 bludgeoning damage and is pushed 50 feet directly away from you.

 

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