Control Water

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. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood: You cause the water level to rise by as much as 20 feet. Part Water: You cause water in the area to move apart and create a trench up to 100 feet long, 20 feet wide, and 20 feet deep. Redirect Flow: You cause flowing water in the area to move in a direction you choose. Whirlpool: You create a whirlpool in the center of the area, 50 feet wide and 25 feet deep (Medium or smaller creatures must make a Strength save or be pulled 10 feet toward the center and take 2d8 bludgeoning damage).

At a Glance

Level
4th
School
Transmutation
Casting Time
1 action
Range
300 feet
Duration
Concentration, up to 10 minutes
Concentration
Yes

How Control Water Works

Casting Time1 action
Range300 feet
ComponentsV, S, M (a drop of water and a pinch of dust)
DurationConcentration, up to 10 minutesCONCENTRATION
Saving ThrowStrength (whirlpool only)

Available to:

ClericDruidWizard

Damage

2d8 bludgeoning (whirlpool only)(Strength (whirlpool only))

Common Mistakes

Common Mistake
Forgetting you can change the effect each turn as an action
Common Mistake
Not enforcing the size limits of the controlled area
Common Mistake
Thinking it creates water - it only controls existing water
Common Mistake
Not tracking that the whirlpool damage/pull happens when creatures are in or enter the area

DM Tips

DM Tip
This spell is incredibly powerful near bodies of water - parting rivers, flooding areas, etc.
DM Tip
The Part Water effect is clearly inspired by biblical narratives and should feel epic
DM Tip
Consider environmental effects - what happens to boats, docks, underwater creatures?
DM Tip
Creative uses include draining moats, creating paths across lakes, or disrupting naval combat

Sources & Further Reading