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Open Dungeons A free fantasy roleplaying game

Command Waters

Cleric Spells Sacred Powers Level: 4
Command Waters

Spell Details

Casting Time Turn
Range 120 feet
Duration 10 minutes, plus 2 minutes per level
Target Up to 1,000 cubic feet of water (10' x 10' x 10' feet)
Saving Throw None

Effect

You gain control over a body of water, able to shape it to your will. You can part water to create dry passages, raise it into walls or barriers, or cause it to flow in unnatural directions. On your turn, you may move the affected water up to 20 feet. The water can support the weight of creatures walking on its surface.

Scaling

At 6th level, you can control up to 2,000 cubic feet of water. At 9th level, you can also freeze or boil the water. Creatures in the water must make a Tough save (half) against 2d6 cold or fire damage; resistance or immunity applies normally.

Special Notes

The effects are clearly magical and unnatural in appearance. Creatures swept by the water flow must succeed on a Quick save or be carried with it. Affects non-magical bodies of water. It doesn't create water or control water elementals/creatures made of liquid.

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