Difference between revisions of "Shape Water"

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(1 hour) Up to 125' cubic feet of water freezes or melts over the course of a turn, remaining in this state for up to an hour, after which it behaves as normal for the environment.  This is too slow to trap or undermine a creature aware of what's happening and willing to move.
(1 hour) Up to 125' cubic feet of water freezes or melts over the course of a turn, remaining in this state for up to an hour, after which it behaves as normal for the environment.  This is too slow to trap or undermine a creature aware of what's happening and willing to move.
Evaporate / condense water (but not truly create or destroy)


Banish Water Magic (instant, range 120'): dispels magical water spell as Dispel Magic.
Banish Water Magic (instant, range 120'): dispels magical water spell as Dispel Magic.

Revision as of 23:21, 12 April 2022

Red Age > Rules > Magic > Spells > Shape Water


(Power 0, 1 action, 30' range)

Choose 1:

Up to 125' cubic feet of water (e.g. a 5' cube) gently flows (but doesn't fly) to a destination up to 5' away.

(1 hour) You form patterns in the water, or cause water to float in shapes up to 5' above its surface.

(1 hour) You form a 5' bubble from the surface, holding enough air to sustain 1 person for about 10 minutes of activity.

(1 hour) Up to 125' cubic feet of water freezes or melts over the course of a turn, remaining in this state for up to an hour, after which it behaves as normal for the environment. This is too slow to trap or undermine a creature aware of what's happening and willing to move.

Evaporate / condense water (but not truly create or destroy)

Banish Water Magic (instant, range 120'): dispels magical water spell as Dispel Magic.

Prot region from frost / water

water includes mostly-water fluids (blood, ale, many liquid poisons, etc) but not non-water liquids (oil, alcohol). most truly magical potions aren't really water, but many alchemical compounds are