![]() Please note that your use of our site constitutes your unconditional agreement to follow and be bound by these Terms and Conditions. Please review the following basic rules that govern your use of our site. This site is provided by as a service to our customers. 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.Welcome to. 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. On a successful save, the creature takes half damage, and isn't caught in the vortex. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. 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. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. 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. You cause a whirlpool to form in the center of the area. Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. The water continues to move in the direction you chose until the spell ends or you choose a different effect. ![]() 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. 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 then slowly fills in the trench over the course of the next round until the normal water level is restored. The trench remains until the spell ends or you choose a different effect. The trench extends across the spell's area, and the separated water forms a wall to either side. Part Water: You cause water in the area to move apart and create a trench. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. The water level remains elevated until the spell ends or you choose a different effect. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. ![]() Any Huge or smaller vehicles in the wave's path are carried with it to the other side. 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. If the area includes a shore, the flooding water spills over onto dry land. As an action on your turn, you can repeat the same effect or choose a different one.įlood: You cause the water level of all standing water in the area to rise by as much as 20 feet. ![]() You can choose from any of the following effects when you cast this spell. 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.
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