Control Water

4th-level transmutation · 2d8 Bludgeoning damage, average 9

9 average Bludgeoning damage · 2–16

Roll Control Water

Press a roll button. The dice land here.

Spell details

Level
4th-level
School
Transmutation
Casting time
Action
Range
300 feet
Components
V, S, M (a mixture of water and dust)
Duration
Concentration, up to 10 minutes
Classes
Cleric, Druid, Wizard
Save
Strength (half on success)

Control Water damage by level

Cast atDiceAverageRangeOn a save
4th slot92–164.3

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 2d8

2: 1.56%3: 3.13%4: 4.69%5: 6.25%6: 7.81%7: 9.38%8: 10.94%9: 12.50%10: 10.94%11: 9.38%12: 7.81%13: 6.25%14: 4.69%15: 3.13%16: 1.56%
2chance of each total for 2d816
TotalChance
6 or more84%
9 or more56%
13 or more16%
15 or more5%

Control Water against other 4th-level damage spells

By average damage on one target, Control Water ranks 10th of 11 4th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. 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. 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 part water in the area 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. conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage | Condition

1 | Clear | 2 | Light clouds

3 | Overcast or ground fog | 4 | Rain, hail, or snow

5 | Torrential rain, driving hail, or blizzard

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. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet. Temperature Stage | Condition

1 | Heat wave | 2 | Hot

3 | Warm | 4 | Cool

5 | Cold | 6 | Freezing Counterspell Wind Stage Condition

10 | Calm | 2 | Moderate wind

3 | Strong wind | 4 | Gale

5 | Storm square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirl- pool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.