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Elemental Spells – Water

Spells

All of our classes are released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the spell options available to us. These elemental spells supplement the options provided in the core rules.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they’re powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D — think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren’t really designed with elements in mind. Where do you put a spell like sleet storm — water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

Water Spells

These spells are presented in alphabetical order.

Animate Snow
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (meltwater from a glacier)
Duration: Concentration, up to 10 minutes
This spell creates a snowy servant from snow within 60 feet. Your spell imbues the target with a semblance of life for the duration, raising it as two separate snowmen.
     On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate two additional snowmen for each slot level above 2nd.

Snowman
Medium construct, neutral good
Armor Class 9
Hit Points 9 (2d8)
Speed 20 ft.
     STR 12 (+1) DEX 8 (-1) CON 10 (+0)
     INT 4 (-3) WIS 6 (-2) CHA 2 (-5)
Damage Vulnerability fire
Damage Resistances cold, piercing
Condition Immunities exhaustion, unconscious
Senses passive Perception 8
Languages Common
Challenge 1/8 (2 XP)
Rebuild. If there is snow on the ground, a damaged snowman can be repaired back to its maximum hit points by any creature that spends 1 minute working on it.
ACTIONS
SlamMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Smother. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage and the target is grappled (escape DC 11). Until this grapple ends, the creature is restrained and the snowman cannot smother another target. If the target is a fire elemental, it takes double damage from this attack, but the snowman is instantly destroyed.

Break Waves
1st-level abjuration
Casting Time: 1 reaction, when you would take bludgeoning damage from water or be pushed against your will
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell diverts incoming energy when you are struck by a volume of water, either naturally or magically motivated, or by some other force that can push you against your will. You are not moved or knocked prone by the triggering effect. If the effect was a volume of water or some other fluid that would deal damage to you, have immunity to bludgeoning damage from the force of its impact until the end of your next turn.

Call Avalanche
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Concentration, up to 1 minute
A wave of snow springs into existence at a point you choose within range. You can make the wave up to 300 feet long, 300 feet high, and 50 feet thick. The wave lasts for the duration.
     When the wave appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and 10d4 cold damage, or half as much damage on a successful save.
     At the start of each of your turns after the wave appears, the wave, along with any Huge or smaller creatures in it, moves 50 feet in a direction you choose. Any creature inside the wave or whose space   the wave enters when it moves must succeed on a Strength saving throw or take 9d4 bludgeoning damage and 9d4 cold damage. A creature can take this damage only once per round. Additionally, any exposed flames that the avalanche moves over, including those created by spells of 8th level or lower, are extinguished. At the end of the turn, the wave’s height is reduced by 30 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d4 for both damage types. When the wave reaches 0 feet in height, the spell ends.
     Any Huge or smaller creature caught in the avalanche is prone and restrained for the duration of the spell.

Fimbulwinter
9th-level transmutation
Casting Time: 10 minutes
Range: Self (100-mile radius)
Components: V, S, M (a crystal snowglobe worth at least 1000 gp)
Duration: 180 days
You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The GM determines the current natural weather conditions You then choose what wintry conditions you want to manifest; these can include supernatural and extreme conditions such as Arctic Cold Temperatures, hurricane winds and blanket snowfall. Lakes, rivers, and even seas can be frozen over during a fimbulwinter, and crop failures and famine are likely.
     You control the general tendencies of the weather, such as the direction and intensity of the wind, though it is always cold and wintry. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use your action to designate a new kind of weather (which fully manifests itself 10 minutes later).
     The snowglobe focus can be smashed by using an action to make a DC 20 Strength check. If successful, the spell ends, and the weather gradually returns to normal over the next 10 minutes.

Freezing Touch
7th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature and attempt to freeze it in place. Make a melee spell attack against the target. On a hit, the target takes 8d8 cold damage and is restrained. At the end of each of its turns, the creature makes a Constitution saving throw. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for the duration, and if it succeeds three times, the spell ends immediately. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. Additionally, any creature reduced to zero hit points by damage from this spell is immediately frozen (and stable) as if it had failed three saves against the spell.
     If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. While petrified, it is immune to cold damage and vulnerable to fire damage.
     If you maintain your concentration on this spell for the entire possible duration, the creature is turned to ice until the effect is removed.

Frolicking Fountain
5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a conductor’s baton)
Duration: Concentration, up to 1 minute
You cause a 5-foot cube of water within range to animate in a hypnotic motion. The water swirls for the duration, not leaving its space except to send small jets up to five feet into the air. Each creature except for the caster within 60 feet which sees the fountain must make a Wisdom saving throw or become charmed by you for the duration. While charmed by this spell, a creature must use its movement on each of its turns to get as close to the water as possible. A charmed creature can’t willingly move away from the fountain. At the end of its turn, a charmed creature can attempt the saving throw again, ending the effect on a success. Once a creature has succeeded on a save against this spell, it cannot be affected by the same instance of it again.
     If a creature is within 5 feet of the dancing waters, you can use a bonus action to command the water to lash out at that creature. Make a melee spell attack against the target. On a hit, the water deals 4d6 bludgeoning damage to the target. If the target is charmed by this spell, it can attempt the saving throw again after taking damage from it.

Frostmail
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: S, M (a drop of water or piece of ice)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor and a chain shirt, made a glimmering ice, appears on their body. The target’s base AC becomes 14 + its Dexterity modifier. Additionally, whenever a creature hits the target of this spell with a melee attack, the attacker takes 1d4 cold damage. The spell ends if the target dons armor or if you dismiss the spell as an action.

Ice Claw Prison
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a crystal claw)
Duration: Concentration, up to 1 minute
You choose an unoccupied 10-foot square area that you can see within range. A Large clawed hand made from razor sharp ice appears there and lasts for the spell’s duration. It acts at your command, though it cannot move from its initial location. The hand is an object that has AC 18 and hit points equal to half your hit point maximum. If it drops to 0 hit points, the spell ends. The claw doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can command the claw to perform one of the following tasks:
     Slash. The claw lashes out at a target within 10 feet of itself. Make a melee spell attack using your own spell attack bonus. On a hit, the target takes 2d8 slashing or cold damage (your choice.)
     Imprison. The claw grabs a large or smaller target within 10 feet of itself. The target must succeed on a Strength saving throw against your spell save DC or be dragged into the claw’s space and restrained for the duration. To escape, the restrained target can make a Strength check against your spell save DC on the end of each of its turns. On a success, the target escapes and is no longer restrained by the hand, but on a failure, it takes 1d6 cold damage. While a creature is restrained by the hand, the hand can’t imprison or slash another creature. The claw can slash a creature it has restrained.
     Release. The claw releases an imprisoned target, which is no longer restrained.

Ice Shape
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a shard of ice)
Duration: Instantaneous
You touch an ice object of Medium size or smaller or a section of ice no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large block of ice into a weapon, idol, or coffer, or make a small passage through a wall of ice, as long as the wall is less than 5 feet thick. You could also shape an ice door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Icicle Javelin
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small icicle)
Duration: Instantaneous
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the end of its turn.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rain Squall
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a rag soaked in water)
Duration: Concentration, up to 1 minute
Until the spell ends, heavy rain falls in a 40-foot-tall cylinder with a 60-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. Creatures in the area have resistance to fire damage, but suffer disadvantage on ranged attack rolls and Wisdom (Perception) checks relying on hearing.
     On each of your turns after you cast this spell, you can use an action to move the squall 60 feet in any direction.

Refrigerate
1st-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
You touch one object weighing up to 30 lb., fixing its  temperature at 20 degrees Fahrenheit for the spell’s duration. Food and drink under the influence of this spell will not spoil, though it does not preserve corpses for the purposes of raise dead spell or similar magic.

Riptide
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
You create a forceful blast of water that strikes one creature or object you can see within range. The target must make a Strength saving throw. On a failure, it takes 4d10 bludgeoning damage and is either knocked prone or shoved 30 feet away from you (your choice). On a success, the target takes half as much damage and is not knocked prone or pushed. If the target is on fire, it is immediately extinguished.

Snowflake Shield
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, M (a few snowflakes)
Duration: 1 hour
You create an intricate fractal of ice, shaping it to form a shield. This shield hovers in your space and protects you. For the duration of this spell, while you are not already wielding a shield, your AC increases by 2. This spell ends early if you take fire damage.

Snowshoes
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprig from an evergreen tree)
Duration: Concentration, up to 1 hour
You transform the footwear of yourself and your companions, enabling you all to walk easily on snow. For the duration, each creature you choose within 30 feet of you (including you) can walk on snow or ice without being impeded or imperiled in any way. Furthermore, your feet do not penetrate through snow, meaning that you do not leave an obvious trail in snowy conditions.

Thaw
1st-level evocation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a frozen object, causing any nonmagical ice or snow in a 10-foot cube to melt into water. The meltwater is drinkable if desired.

Water Jet
2nd-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a smooth river stone)
Duration: Instantaneous
When you cast this spell, a 30-foot long and 5-foot wide jet of water blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
     At Higher Levels. When you cast this spell using spell slot of 3rd level or higher, the damage increases by 1d6 damage for every slot level above 2nd.

Watery Tentacles
4th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (an octopus tentacle)
Duration: Concentration, up to 1 minute
When you cast this spell, three tentacles made of water appear around your body for the duration. As part of the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end of each of its turns, a restrained target can repeat the saving throw.
     You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. A watery tentacle can lift a creature up to 10 feet into the air as part of this move, but the creature must begin and end its move on solid ground. If it does not, the grapple automatically ends.
     You can also use the tentacles to manipulate nonliving objects as an action or a bonus action. Each tentacle can lift up to 100 lb., and you can command multiple tentacles to work together to lift the same object as part of the same action or bonus action. Watery tentacles are not capable of detailed control – for example, they cannot open a chest or uncork a bottle. Burning objects are extinguished when the tentacle grabs them.
     At Higher Levels. When you cast this spell using spell slot of 5th level or higher, you gain an additional tentacle for every slot level above 4th.

Winter Flower
6th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a crystal flower)
Duration: 24 hours
You cause a Small size white flower to grow in an unoccupied 5-foot square you can see within range. The flower has an AC of 15, 3 hit points, and vulnerability to fire damage. During the duration of the spell, you can use a bonus action to command it to explode in a shower of ice. Alternatively, the flower will explode if it is reduced to 0 hit points. When the flower explodes, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 cold damage, or half as much on a successful one. The flower withers and dies if it does not explode within 24 hours.

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Where’s the PDF?

Great question — all these spells are included in the Shugenja PDF.

 

 

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