Control Winds, Destructive Wave |
##### Storm Arts
Starting when you make a contract with this patron on the 1st level, the god of lightning has blessed you with martial arts. Your unarmed strikes now deal an additional 1d4 lightning damage. Later on higher levels, the damage die will change to 1d6 on your 6th level, 1d8 on your 11th level and to 1d10 on your 17th level.
\pagebreakNum
##### Thunder Drums
On your 6th level, you gain the ability to beat the war drums of the thunder god. Whenever you hit a creature with a melee attack, you gain an instance of **Thunder Drums**, with a maximum equal to your Charisma modifier (minimum of 1).
You can use your bonus action to expend the current amount of your **Thunder Drums** instances and gain 1d6 temporary hit points for each instances. The **Thunder Drums** will slowly disappear after 1 hour or you finishes a short rest.
In addition, you gain resistance towards lightning damage.
##### Unstable Current
When you reach 10th level, when you deal lightning damage to a creature, you can use your reaction to make the lightning jump to another creature within 15 feet of your initial target and must succeed on a Dexterity saving throw or take half the lightning damage you deal (rounded down).
On a failed save, the lightning will jump again to another creature. Each jumps will reduce the range by 5 feet and deal half as much damage from the previous one.
##### Ball Lightning
Finally at your 14th level, as an action, you can enshroud yourself in volatile electricity and move to any unoccupied space up to 60 feet away from you and phase through creatures. If there's no more space to move, you can choose to stop instead.
Once on your turn, each creatures who you pass through must make a Constitution saving throw or take 2d10 lightning damage or half as much on a successful save. If you provoke any opportunity attacks, those attacks will be made on a disadvantage. On a hit, you will stop within 5 feet near the creature who hit you.
After stopping, all creatures within 10 feet of you must succeed on a Constitution saving throw or take 10d10 lightning damage or half as much on a successful save. You can only use this feature once per short or long rests.
### Pact Boon
Below are the boon options you can pick.
##### Pact of the Maw
A mouth has slit upon a location somewhere within your skin. You can move the mouth anywhere within your skin.
Below are the effects you gain with it:
- You can use your action to enlarge it and bite a creature within 5 feet away from you. The bite will deal 1d8 piercing damage and counts as an unarmed attack for you. You can use your Charisma modifier for the attack and damage rolls instead of Strength.
- If you bite a creature that is not a construct, you will gain temporary hit points equal to half of the damage you've dealt (rounded up).
- You can speak and consume food or drink through the mouth.
- You can cast spells with the verbal component through the mouth.
\columnbreak
### Eldritch Invocation
Below are some eldritch invocation options for a warlock that you can pick.
##### Dreaded Cacophony
*Prerequisite: 15th level, Pact of the Maw feature*
___
You can cast [Dissonant Whispers](https://www.dndbeyond.com/spells/dissonant-whispers) at will on its lowest level, without expending a spell slot or material components.
##### Eldritch Command
*Prerequisite: 9th level, Pact of the Maw feature*
You can cast [Geas](https://www.dndbeyond.com/spells/geas) once using a warlock spell slot. You can't do so again until you finish a long rest.
##### Amulet of Rebound
*Prerequisite: 7th level, Pact of the Talisman feature*
When the talisman in on your person and you took hit from an attack roll that you can see. You can use your reaction to make a Charisma saving throw against the AC of the creature who hit you. If it goes equal or above the AC, you can return the attack back to the attacker.
##### Far Caller
*Prerequisite: 5th level, Pact of the Talisman feature*
___
You can store a creature's name into your talisman of which that can speak. As an action, you can speak to the talisman and the other creature can hear you from 1 mile away from you. The recipient can also reply back to you telepathically. You can have a conversation with that creature for up to 10 minutes and then the talisman cannot be used again after you finish a short rest. The limit of creature's name stored in your talisman is equal to twice of your Charisma modifier.
##### Hearing Doubles
*Prerequisite: 7th level, Pact of the Maw feature*
___
When you cast a spell as an action, you can cast another spell through the other mouth with a verbal component that has the casting time of bonus action and vice versa.
##### Mimicry
*Prerequisite: Pact of the Maw feature*
___
You can mimic the speech of another person or the sounds made by other creatures through the mouth. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
##### Otherworldy Arms
*Prerequisite: Pact of the Blade feature*
___
You can choose to conjure a pair of gauntlets that lets your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
\pagebreakNum
## Wizard
Below are some of the subclasses for wizards that exists in the world of Aquethya.
### School of Geomancy
The wizards from this traditions have acquired the knowledge and the mastery to bend earth as they pleases and uses it as their focus of study.
##### Geomancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a geomancy spell into your spellbook is halved. If a geomancy spell is not a wizard spell, it is nonetheless a wizard spell for you.
##### Create Platform
Starting on your 2nd level, as an action, you can conjure a 5 feet diameter of circular pattern around your feet and raise a portion of the ground to support you levitating. While you're on the platform, you can move it everywhere equal to your walking speed. It will ignore difficult terrain and can go up and down. You can also control it from afar within 15 feet away from you.
The platform is can hold up to several pounds of weight equal to 5 times of your proficiency bonus. It has an AC of 10 and hit points equal to your Intelligence score and will last for 10 minutes or when you conjure up a new platform.
##### Stone Hands
On your 6th level, you'll learn the [Earthen Grasp](https://www.dndbeyond.com/spells/maximilians-earthen-grasp) and will always have it prepared, but it does not count against the number of spells you prepare. If you cast it using this feature, you can change the hand's size into Large or Tiny. If it become Large, the damage increases as if it was casted using a higher level spell slot. If it becomes Tiny, it will lose 1 damage die. The creature size limit also changes along with the hand's shape.
##### Pillar
At your 10th level, as an action, you can point one of your hand upwards and conjure a 5 feet wide and height of stone pillar at the tip of your hand. The height is equal to 5 times of your Intelligence score. As the same action, you can drop it down and each creature in the area of where the pillar dropped must make a Dexterity saving throw against your spell save DC. A creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage will increase by 1d12 for every 5 feet of the pillar's length.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
##### Mountainous Arsenal
When you hit your 14th level, you can spend 1 minute of time to conjure a Mountain Golem and has a cock pit anywhere you want to put it on. You must have access to at least 15 feet radius of stone or dirt. Once inside, you gain full cover from the outside and the inside, but you can see what the golem sees by concentration.
You must maintain a concentration when you conjure the golem or else it will crumble. If the Golem takes damage after its hit points goes below half from its maximum hit points, you must start making Constitution check to maintain your concentration everytime the golem takes damage. Once you use this feature, you can't use it again for 24 hours and must finish a long rest.
___
> ## Mountain Golem
>*Huge construct, Unaligned*
> ___
> - **Armor Class** 19
> - **Hit Points** 10 × your Intelligence score
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23(6)|8(-1)|21(5)|1(-5)|11(0)|3(-4)|
>___
> - **Saving Throws** Strength +11, Dexterity -1, Constitution +10
> - **Skills** Athletics +11
> - **Damage Resistances** Bludgeoning, Piercing, and Slashing and other Nonmagical Attacks
> - **Damage Immunities** Poison, Psychic
> - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
> - **Senses** Senses
> - **Languages** Understands the languages of its creator but can't speak
> - **Challenge** 12 (8,400 XP)
> ___
> ***Immutable Form***. The golem is immune to any spell or effect that would alter its form.
>
> ***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects.
>
> ***Magic Weapons***. The golem's weapon attacks are
magical.
>
> ***Siege Monster***. The golem deals double damage to objects and structures.
>
> ### Actions
> ***Multiattack***. The golem makes two attacks.
>
> ***Slam***. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
>
> ***Boulder***. Ranged Weapon Attack: +11 to hit, range 120/480, one target. Hit: 34 (6d8 + 7) bludgeoning damage.
>
> ### Bonus Actions
> ***Earth-Shaking Movement***. The golem moves up to its speed and then sends a shock wave through the ground in a 30-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 17 Constitution saving throw or lose concentration.
\pagebreakNum
### School of Hydromancy
The wold of Aquethya is filled with water, making it a source that will prosper you if you can handle it. Wizards of Aquethya chooses to study to manipulates water as their focus in magical study.
##### Hydromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hydromancy spell into your spellbook is halved. If a hydromancy spell is not a wizard spell, it is nonetheless a wizard spell for you.
##### Hydro Familiars
Starting at 2nd level, you always have the [Find Familiar](https://dndbeyond.com/spells/find-familiar) spell prepared, and it does not count against the number of spells you prepare and you can cast the spell as an action, without expending material components.
There some differences when conjuring familiars by this feature, such as :
- The familiar will counts as elemental, instead of beast
- It will only lasts for 10 minutes
- You can have more than 1 familiars at once and each familiars can be a beast but not a swarm, with a CR below half of your proficiency bonus (rounded down)
- The familiar's hit points are cut in half
- You can't cast spells through the familiar conjured by this feature.
- The familiar can take the Attack action on its turn.
You can use this feature several times equal to your Intelligence modifier and you'll regain all uses after a long rest.
##### Floaters
On your 6th level, you've mastered the arts of walking above the water surface. You and your hydro famiiars are now are constantly in the effect of [Water Walk](https://www.dndbeyond.com/spells/water-walk) spell. The feature can only let you walk on water or any liquids with low viscousness. You can use your bonus action to submerge into the water if you're in the need to dive.
##### Torrent
At your 10th level, as an action, you can target up to several creatures within 60 feet away from you equal to your Intelligence modifier and conjure a 5 feet radius pool of water beneath their foot.
At the start of your next turn, the pool of water will burst into a torrent and if there are creatures within that radius, they must succeed on a Dexterity saving throw against your spell save DC or got pushed 10 feet upwards, multiplied by your proficiency bonus. This torrent will last for 1 minute and has the effects from the [Wall of Water](https://www.dndbeyond.com/spells/wall-of-water) spell.
If you're within the torrent radius, you can automatically succeeds the saving throw. Once you used this feature, you must finish a short or long rest to be able to use it again.
\columnbreak
##### Heavy Rain
When you hit your 14th level, your range of mastership in manipulating water has reached into controlling weather. As an action, you can conjure a 120 feet radius of rain that lasts for 1 hour. You can choose to be soaked in the rain water or not. You can choose how dense the rain is. A heavy rain will heavily obscure vision within the rain and normal rain will lightly obscure vision.
If you choose to not getting soaked by the rain water, your vision will not be hindered by the rain. You can only use this feature once per long rests.
\pagebreakNum
# Spells
In the mystical realm of Aquethya, magic weaves its threads through the lives of its inhabitants, granting them the extraordinary ability to cast spells and harness supernatural powers. A diverse array of individuals, from devoted clerics drawing strength from daily devotions to skilled bards conjuring magical effects through the ethereal melodies of their lutes, contribute to the rich tapestry of enchantments that define the essence of Aquethya. Each practitioner, whether a seasoned sorcerer or an aspiring spellcaster, plays a unique role in shaping the magical landscape of this fantastical world.
___
Embark on a captivating journey through our latest collection of meticulously crafted spells, immersing yourself in a realm where the boundaries of imagination are surpassed. This next chapter unfolds with an assortment of incantations that beckon those who dare to explore the untold realms of magic. The enchantments within this collection transcend the ordinary, inviting both seasoned wizards and novices alike to embrace the mystical forces that lie at the heart of Aquethya, opening doors to realms where the extraordinary becomes commonplace.
\pagebreakNum
## Geomancy
Geomancy spells, distinguished by the (geomancy) tag. Channel the earthbound power of these spells, shaping landscapes and manipulating the very essence of the terrain to forge your path.
From the grounding stability of "Earthen Ward" to the transformative might of "Terraform". Delve into the symbiotic relationship with the earth's fundamental forces and unravel the mysteries of Geomancy, where the very foundation of the world becomes a canvas for your influence.
### Geomancy Spells
The following are geomancy spells are presented in alphabetical order. Spells marked by an asterisk (*) are new spells.
##### Magic Stone
*Transmutation cantrip (geomancy)*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S
- **Duration:** 1 minute
___
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
___
***Spell Lists:*** *Artificer, Druid, Warlock*
##### Mold Earth
*Transmutation cantrip (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S
- **Duration:** Instantaneous or 1 hour
___
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
##### Conjure Wall*
*1st-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** S, M (a stone brick)
- **Duration:** 1 minute
___
You transmute the ground into a 5 feet tall and wide wall, with the thickness of 1 foot. The wall has 10 AC and will break after it took damages more than ten times of the spell slot level used. The wall will become a difficult terrain after the duration ends.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the wall can take more damage for each slot level above 1st.
___
***Spell Lists:*** *Druid, Ranger*
##### Earth Tremor
*1st-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** Self (10-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
___
***Spell Lists:*** *Bard, Druid, Sorcerer, Wizard*
##### Geomantic Spring*
*1st-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** S
- **Duration:** Instantaneous
___
A 5 foot radius patch of the ground within range of you instantly springs upwards and thrown all creature on it. Each creatures within the radius must succeed on a Dexterity saving throw to take half from 2d6 bludgeoning damage. On a failed save they will be flung 10 feet upwards. Creatures that are too big from the spell radius cannot be flung.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius by 5 feet and the height of the creatures flung by 10 feet.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
\pagebreakNum
##### Earthen Grasp
*2nd-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a miniature hand sculpted from clay)
- **Duration:** Concentration, up to 1 minute
___
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
___
***Spell Lists:*** *Sorcerer, Wizard*
##### Quaking Smite*
*2nd-level evocation (geomancy)*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit a creature with a weapon attack before this spell ends, the weapon quakes with an earth-crumbling sound as you strike. The attack deals an extra 2d6 force damage to the target, and the target must succeed on a Strength saving throw to avoid falling prone. Hit or miss, after the attack has been made, the ground within 5 feet away of your target will become a difficult terrain.
**At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
___
***Spell Lists:*** *Paladin, Ranger*
##### Erupting Earth
*3rd-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a piece of obsidian)
- **Duration:** Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point.
Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
##### Obsidian Scythe*
*3rd-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (50 gp worth of obsidian)
- **Duration:** 10 minutes
___
The ground bursts with a sharp jet-black obsidian stone that is shaped like the blade of a scythe. A creature of your choice within range must succeed on a Dexterity saving throw or take 6d6 piercing damage. On a failed save, the creature will fall prone and be pinned to the ground, restrained by the scythe. The pinned creature can use its action to break free by making an Athletics check against your spell save DC to escape. On a successful save, they'll only take half damage and gain no further conditions.
**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
___
***Spell Lists:*** *Artificer, Druid, Sorcerer, Warlock, Wizard*
##### Wall of Sand
*3rd-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a handful of sand)
- **Duration:** Concentration, up to 10 minutes
___
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement.
A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
___
***Spell Lists:*** *Wizard*
##### Stone Shape
*4th-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
- **Duration:** Instantaneous
___
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
\pagebreakNum
So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
___
***Spell Lists:*** *Artificer, Cleric, Druid, Wizard*
##### Tectonic Slam*
*4th-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** Self (10-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
The ground within 10 feet of you will quake and all creatures within range except you must succeed on a Constitution saving throw or take 4d8 bludgeoning damage or half as much on a successful save.
If there are 4 creatures (except you) inside the range, the spell range will increase by 10 feet, with a maximum of 20 feet radius. In addition, the damage will increase by 2d8 for all creatures inside the additional radius.
**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the radius limit increases by 10 feet for each slot level above 5th.
___
***Spell Lists:*** *Druid*
##### Stoneskin
*4th-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes)
- **Duration:** Concentration, up to 1 hour
___
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
___
***Spell Lists:*** *Artificer, Cleric, Druid, Wizard*
##### Rolling Stone*
*5th-level conjuration (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a chunk of gravel)
- **Duration:** Concentration, up to 1 minute
___
You conjure a Large size spherical boulder on an unoccupied space within the spell range. As a bonus action, you can mentally command the boulder to roll towards any location, as long as it's within 60 feet away from you, or else it will crumble into dust.
If the boulder hits a creature, they must succeed on a Dexterity saving throw to take half from 6d6 bludgeoning damage. Objects and structures will take double damage.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
\columnbreak
##### Transmute Rock
*5th-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (clay and water)
- **Duration:** Instantaneous
___
You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
- **Transmute Rock to Mud**.
- Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.
- If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
- If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
- **Transmute Mud to Rock**.
- Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.
___
***Spell Lists:*** *Artificer, Druid, Wizard*
##### Wall of Stone
*5th-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a small block of granite)
- **Duration:** Concentration, up to 10 minutes
___
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
\pagebreakNum
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature 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 enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
___
***Spell Lists:*** *Artificer, Druid, Sorcerer, Wizard*
##### Bones of the Earth
*6th-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
**At Higher Levels**. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
___
***Spell Lists:*** *Druid*
\columnbreak
##### Flesh to Stone
*6th-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a pinch of lime, water, and earth)
- **Duration:** Concentration, up to 1 minute
___
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
___
***Spell Lists:*** *Druid, Sorcerer, Warlock, Wizard*
##### Move Earth
*6th-level transmutation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
- **Duration:** Concentration, up to 2 hours
___
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension.
So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
\pagebreakNum
##### Earthquake
*8th-level evocation (geomancy)*
___
- **Casting Time:** 1 action
- **Range:** 500 feet
- **Components:** V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
- **Duration:** Concentration, up to 1 minute
___
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.
- **Fissures**. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).
- **Structures**. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape.
The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
___
***Spell Lists:*** *Cleric, Druid, Sorcerer*
## Hydromancy
Hydromancy spells, marked with the (hydromancy) tag. Harness the fluid essence of these spells, manipulating currents and conjuring tidal forces to shape your destiny.
From the serene embrace of the "Create Water" spell to the tempestuous might of "Control Water". Explore the harmony of nature's most essential element and unlock the secrets of Hydromancy, where the tides of fate are yours to command.
### Hydromancy Spells
The following are hydromancy spells are presented in alphabetical order. Spells marked by an asterisk (*) are new spells.
##### Shape Water
*Transmutation cantrip (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S
- **Duration:** Instantaneous or 1 hour
___
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
___
***Spell Lists:*** *Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard*
##### Water Gun*
*Transmutation cantrip (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** Self (30 feet)
- **Components:** V, S
- **Duration:** Instantaneous
___
You extend your forefinger and thumb, a dangerous gesture mimicking a gun and shoot a blast of water from your finger. Make a ranged spell attack, the water will deal 2d4 piercing damage on a hit. Taking a hit will soak the target in water.
**At Higher Levels**. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
___
***Spell Lists:*** *Artificer, Sorcerer, Warlock, Wizard*
##### Create or Destroy Water
*1st-level transmutation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
- **Duration:** Instantaneous
\pagebreakNum
You either create or destroy water.
- **Create Water**. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
- **Destroy Water**. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
___
***Spell Lists:*** *Cleric, Druid*
##### Hydro Limbs*
*1st-level transmutation (hydromancy)*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S, M (a drop of water)
- **Duration:** 1 minute
___
You extend your hands outwards and turning it into a surging water. While this spell is in effect, it will give you a 5 feet reach for your melee attacks. If this spell lasts for 30 seconds or more, you will start to get soaked in water.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, you increase the reach range by 5 feet.
___
***Spell Lists:*** *Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard*
##### Streaming Smite*
*1st-level evocation (hydromancy)*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
___
The next time you hit a creature with a weapon attack before this spell ends, the weapon shows splashing waves and a cool breeze as you strike. The attack deals an extra 1d6 cold damage to the target, which becomes soaked in water until the end of your next turn.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
___
***Spell Lists:*** *Paladin, Ranger*
##### Tidal Pool*
*1st-level evocation (hydromancy)*
___
- **Casting Time:** 1 bonus action
- **Range:** Self (10-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
A splashing wave of water burst out from under your feet and lashes out to other creatures around you.
Each creature of your choice in a 10-foot radius originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d12 bludgeoning damage and got soaked in water. On a successful save, the creature takes half as much damage but still get soaked. In addition, all objects within the area of effect are automatically soaked in water.
**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
___
***Spell Lists:*** *Druid, Sorcerer, Warlock, Wizard*
##### Shark Wave*
*2nd-level evocation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** Self (60 feet)
- **Components:** V, S, M (a fish fin)
- **Duration:** Concentration, up to 1 minute
___
You point your finger towards a creature of your choice within range that you can see. A watery shark fin will go through all kinds of surface towards your target's space and lunges when it goes within 5 feet away from them. The shark will bite your target and deal 3d6 piercing damage or take half as much damage by succeeding on a Dexterity saving throw against your spell save DC. The sharks count as creatures and will provoke opportunity attacks. If an attack damages the shark for more than your spellcasting ability score, it will dissipates. As long as your concentration persist, you can use your action to lunge another shark towards your target.
**At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the amount of shark increases by 1.
___
***Spell Lists:*** *Druid, Sorcerer, Warlock, Wizard*
##### Wave Form*
*2nd-level transmutation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** Self (15 feet)
- **Components:** S, M (a drop of water)
- **Duration:** Instantaneous
___
Your body and the items you wear dissolves into water and surges for up to 15 feet forward.
While in this form you can pass through objects without harm and can fit through a space as narrow as 1 inch wide.
If you move past through a creature, that creature must succeed on a Strength save against your spell save DC to avoid falling prone. You will not provoke any opportunity attacks while in this form. Your body will be soaked for 6 seconds once this spell is cast.
___
***Spell Lists:*** *Druid, Sorcerer, Warlock, Wizard*
\pagebreakNum
##### Serpent Swim*
*3rd-level conjuration (ritual) (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a fish scale)
- **Duration:** Concentration, up to 1 hour
___
You conjure a sea serpent fully made out of water that engulfs your body. While inside, you will not suffocate and gain swimming speed equal to twice of your walking speed until the duration ends or you're incapacitated. You can use your action to whelm a creature with the same size as you. That target must make a Constitution saving throw against your spells save DC to hold their breath or starts to suffocate.
___
***Spell Lists:*** *Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard*
##### Tidal Wave
*3rd-level conjuration (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a drop of water)
- **Duration:** Instantaneous
___
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
___
***Spell Lists:*** *Druid, Wizard*
##### Wall of Water
*3rd-level evocation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a drop of water)
- **Duration:** Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target.
Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
\columnbreak
##### Water Walk
*3rd-level transmutation (ritual) (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a piece of cork)
- **Duration:** 1 hour
___
This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
___
***Spell Lists:*** *Artificer, Cleric, Druid, Ranger, Sorcerer*
##### Control Water
*4th-level transmutation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 300 feet
- **Components:** V, S, M (a drop of water and a pinch of dust)
- **Duration:** Concentration, up to 10 minutes
___
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.
\pagebreakNum
- **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.
___
***Spell Lists:*** *Cleric, Druid, Wizard*
\columnbreak
##### Watery Sphere
*4th-level conjuration (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a droplet of water)
- **Duration:** Concentration, up to 1 minute
___
You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
##### Drown*
*4th-level conjuration (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a glass of water)
- **Duration:** Concentration, up to 1 minute
___
A 5 foot diameter pool of water appears beneath a creature that you can see within range. The creature will be pulled 15 feet down through the pool of water, transporting them into a pocket dimension filled with water. They must succeed on a Strength saving throw or to resist the pulling force and swim back up again. While the spell still active, you can use your bonus action to pull them down 15 feet deeper.
The spell will not work if the diameter is smaller than the creature and if they are not fully inside the pool.
**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the pool of water diameter will increase by 5 feet.
___
***Spell Lists:*** *Druid, Sorcerer, Wizard*
\pagebreakNum
##### Maelstrom
*5th-level evocation (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (paper or leaf in the shape of a funnel)
- **Duration:** Concentration, up to 1 minute
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
___
***Spell Lists:*** *Druid*
##### Aquahydra*
*6th-level conjuration (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** V, S, M (a glass of water and a fish scale)
- **Duration:** Concentration, up to 1 minute
___
When you cast this spell, three tendrils made of water and shaped like a dragon head appear on your back for the duration. As a bonus action, you can command the heads to attack a creature within 15 feet of you. Make a melee spell attack, on a hit they will take 2d8 slashing damage. You can command one or more heads to attack different targets on the same action.
You can use your reaction to make a melee spell attack to a creature when they attempt to attack you while in your melee range, on a hit, their attack will be made on a disadvantage.
If you get hit while this spell is active, you can roll a d20. If it lands on a 11 or higher, one head will appear on your back. Only 6 heads may appear at maximum.
**At Higher Levels**. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 and the amount of heads you can conjure at the start of casting the spell and the maximum heads conjured after taking damage will be increased by 1.
___
***Spell Lists:*** *Sorcerer, Warlock, Wizard*
##### Ravenous Wave*
*7th-level conjuration (hydromancy)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a seashell and a vial of water)
- **Duration:** Concentration, up to 1 minute
___
You conjure a massive pool of water on a surface area, the pool will erupts a towering wave with the shape of a maw. All creatures within a 30-foot radius of the pool's origin must make a Dexterity saving throw.
On a failed save, a creature takes 8d8 piercing damage as they are bitten by the ravenous maw or half as much damage on a successful save. While maintaining concentration, you can use a bonus action on each of your turns to direct the pool's movement up to 15 feet in any direction.
**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the biting damage increases by 1d8 for each slot level above 7th.
___
***Spell Lists:*** *Druid, Sorcerer, Warlock, Wizard*
##### Tsunami
*8th-level conjuration (hydromancy)*
___
- **Casting Time:** 1 minute
- **Range:** Sight
- **Components:** V, S
- **Duration:** Concentration, up to 6 rounds
___
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
___
***Spell Lists:*** *Druid*
\pagebreakNum
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