Courses / AR / Hydromancy
Hydromancy
Qualifies For:
Level:
1
Study DC:
9
Code:
AR 143
Hydromancy
You learn spells which allow you to create or manipulate water in its various forms.
Flood Spell
Time:
Action
Area:
A 300 ft. radius cylinder around you, 1 ft. deep
Cost:
A low wave of water floods the area within 300 ft. of you to a depth of one foot, making it difficult terrain.
If the water is not contained, it will flow away normally at the start of your next turn, but will leave the area slippery.
A creature which swims in the water is soaked, but simply wading through it is not sufficient to soak a creature, unless it is tiny.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
If the water is not contained, it will flow away normally at the start of your next turn, but will leave the area slippery.
A creature which swims in the water is soaked, but simply wading through it is not sufficient to soak a creature, unless it is tiny.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
Mist Spell
Time:
Action
Range:
5 ft.
Target:
water
Cost:
Duration:
Until the caster rests
This spell requires a wet area to cast.
You turn some water in the space you touch and all spaces within 300 ft. occupied by the same body of water into mist.
A 5 ft. cube of mist forms above each affected space, which provides partial concealment to creatures within it.
If this spell forms mist in an already misty space, it forms thick mist, which provides concealment to creatures within it.
The mist can be dispersed by wind or fire, and precipitated out of the air by cold which causes it to fall as flurries of snow.
You turn some water in the space you touch and all spaces within 300 ft. occupied by the same body of water into mist.
A 5 ft. cube of mist forms above each affected space, which provides partial concealment to creatures within it.
If this spell forms mist in an already misty space, it forms thick mist, which provides concealment to creatures within it.
The mist can be dispersed by wind or fire, and precipitated out of the air by cold which causes it to fall as flurries of snow.
Rain Spell
Time:
Action
Area:
A 300 ft. radius cylinder around you, extending up to the clouds
Cost:
Duration:
One hour
If you cast this spell while it is cloudless, it forms a cloud in the sky above you.
If you cast this spell while it is cloudy, rain falls from the sky in a 300 ft. radius around you.
(If you are not directly exposed to the sky, this may not be as useful.)
Invisible creatures in the rain lose the concealment granted by invisibility.
Their shape is revealed by rain splashing against them.
If you cast this spell while it is already raining, it rains harder, and becomes torrential rain.
Torrential rain provides partial concealment to creatures in the rain.
Anything which ends its turn in torrential rain gets soaked.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
If you cast this spell while it is cloudy, rain falls from the sky in a 300 ft. radius around you.
(If you are not directly exposed to the sky, this may not be as useful.)
Invisible creatures in the rain lose the concealment granted by invisibility.
Their shape is revealed by rain splashing against them.
If you cast this spell while it is already raining, it rains harder, and becomes torrential rain.
Torrential rain provides partial concealment to creatures in the rain.
Anything which ends its turn in torrential rain gets soaked.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
Water Breathing Spell
Time:
Action
Range:
5 ft.
Target:
1 target
Cost:
Duration:
Until the caster rests
Water Sphere Spell
Time:
Action
Range:
300 ft.
Target:
5 ft. radius sphere
Cost:
Defense:
Health save reduces, test of skill escapes
Duration:
Dissipate d4
You conjure a floating 5 ft. radius sphere of water containing a vortex of currents.
The sphere is difficult terrain (unless a creature is good at swimming).
A creature which starts its turn inside the sphere’s area
or enters the sphere during its turn
gets soaked,
and must pass a DC 16 health save
or is restrained inside the sphere.
Huge or larger creatures cannot be restrained by the sphere.
The sphere can only restrain four medium creatures or one large creature at a time.
Escape:
A creature restrained by the sphere may spend its move or action to try a DC 10 test of Strength (with advantage if it is good at swimming) or Spellcraft to escape.
An adjacent ally may spend its action to try a DC 10 test of Strength or Spellcraft to free a creature from the sphere.
A creature which ends its turn inside the sphere takes 1 water damage if it cannot breathe water.
As an action on each of your turns, you may move the sphere, and everything restrained by it, up to 10 ft. (including up into the air).
(If you try to move a creature into a mortal hazard, it immediately gets an extra save to escape.)
Dissipate d4:
At the start of each of your turns, roll a d4.
If you roll a 1, this spell ends.
You can end this spell as a fast action.
When this spell ends, the forces keeping the water in the shape of a sphere and floating in midair stop, and the water falls.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
The sphere is difficult terrain (unless a creature is good at swimming).
A creature which starts its turn inside the sphere’s area
or enters the sphere during its turn
gets soaked,
and must pass a DC 16 health save
or is restrained inside the sphere.
Huge or larger creatures cannot be restrained by the sphere.
The sphere can only restrain four medium creatures or one large creature at a time.
Escape:
A creature restrained by the sphere may spend its move or action to try a DC 10 test of Strength (with advantage if it is good at swimming) or Spellcraft to escape.
An adjacent ally may spend its action to try a DC 10 test of Strength or Spellcraft to free a creature from the sphere.
A creature which ends its turn inside the sphere takes 1 water damage if it cannot breathe water.
As an action on each of your turns, you may move the sphere, and everything restrained by it, up to 10 ft. (including up into the air).
(If you try to move a creature into a mortal hazard, it immediately gets an extra save to escape.)
Dissipate d4:
At the start of each of your turns, roll a d4.
If you roll a 1, this spell ends.
You can end this spell as a fast action.
When this spell ends, the forces keeping the water in the shape of a sphere and floating in midair stop, and the water falls.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
Flow Spell
Time:
Action
Range:
300 ft.
Target:
1 target, or a 5 ft. cube of water
Cost:
Defense:
Test of Strength reduces
You can control the flow of water, and make a wave or whirlpool.
Optionally, deal 1 water damage to the target.
Try a contest of Spellcraft against the target’s Strength to push or pull a target which is in water a distance based on its size.
Tiny targets are pushed up to 25 ft.
Small targets are pushed up to 20 ft.
Medium targets are pushed up to 15 ft.
Large targets are pushed up to 10 ft.
Huge targets are pushed 5 ft.
Giant or larger targets are not pushed by this ability.
(If the target would be pushed or pulled into a mortal hazard which would cause it to instantly or imminently die, such as off a cliff, it gets a health save to avoid being moved into that hazard, but is still moved as far as safely possible.
Being pushed or pulled does not provoke attacks of opportunity.)
Alternatively, you may use this spell to control the flow of water within a 5 ft. cube until the end of your next turn. Within this area, you can cause water to flow in a direction of your choice including uphill or directly into the air, or evacuate the area of water.
Alternatively, you may use this spell to give a target the ability to swim through water at its normal speed until the end of its turn.
Alternatively, you may use this spell to control water in a manner of similar scope.
Optionally, deal 1 water damage to the target.
Try a contest of Spellcraft against the target’s Strength to push or pull a target which is in water a distance based on its size.
Tiny targets are pushed up to 25 ft.
Small targets are pushed up to 20 ft.
Medium targets are pushed up to 15 ft.
Large targets are pushed up to 10 ft.
Huge targets are pushed 5 ft.
Giant or larger targets are not pushed by this ability.
(If the target would be pushed or pulled into a mortal hazard which would cause it to instantly or imminently die, such as off a cliff, it gets a health save to avoid being moved into that hazard, but is still moved as far as safely possible.
Being pushed or pulled does not provoke attacks of opportunity.)
Alternatively, you may use this spell to control the flow of water within a 5 ft. cube until the end of your next turn. Within this area, you can cause water to flow in a direction of your choice including uphill or directly into the air, or evacuate the area of water.
Alternatively, you may use this spell to give a target the ability to swim through water at its normal speed until the end of its turn.
Alternatively, you may use this spell to control water in a manner of similar scope.
Dehydrate Spell
Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
Defense:
Health save negates
You suck some water out of a creature or object composed at least partly of water, which you collect in a small floating sphere of water adjacent to the target.
The amount of water you pull out of them is based on the amount of water in the target and the damage dealt by this spell in proportion to the target’s maximum HP.
(Deal their maximum HP in damage, get enough water that the lack is fatal.)
Until you rest, you may move this water up to 5 ft. on each of your turns. If you rest, the magic holding this water in a floating sphere goes away.
The target gets a DC 17 health save.
Fail:
The target takes 1d8 water damage, +1d8 per Intensify.
Pass:
The target takes half as much damage.
The amount of water you pull out of them is based on the amount of water in the target and the damage dealt by this spell in proportion to the target’s maximum HP.
(Deal their maximum HP in damage, get enough water that the lack is fatal.)
Until you rest, you may move this water up to 5 ft. on each of your turns. If you rest, the magic holding this water in a floating sphere goes away.
The target gets a DC 17 health save.
Fail:
The target takes 1d8 water damage, +1d8 per Intensify.
Pass:
The target takes half as much damage.