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Ideas for water spells?

Obviously, the first step is to use the Elemental Substitution feat- beyond that?

Some ideas:

How about a cantrip or orison that fills your opponent's bladder?

"Better make that Concentration check, Tinkles the Enchanter!"
:p

Infusing any water spell with divine energy (which I beleive could be done with a published feat, but I forget which one) should function like a goodly dose of Holy Water...

Reverse the Extract Water Elemental spell and add water to your opponent. The resultant bloat, electrolytic imbalance, and drowning chances could be just as deadly...

Or perhaps you just heat or freeze the water in your opponent's body...
 

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These are all 3.0, but here you go:

BLADESTREAM
Evocation
Level: Sor/Wiz 1, Dru 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One slashing or piercing weapon
Duration: 1 minute / level
Saving Throw: Will negates (object)
Spell Resistance: Yes (harmless)
The blade of weapon touched becomes sounded by a thin layer of water that moves and swirls at tremendous speeds across it's surface. This adds 1d6 slashing damage on a successful attack, though the strange gyroscopic forces at work on the blade, causes a -1 circumstance penalty to attack rolls for the duration. This bonus does not stack with that of a flaming, icy, or shocking weapon's added damage, as this simply extinguishes the fire, freezes the water and shorts out the current, respectively.
Arcane Material Component: A tiny leather dagger sheath, cut from a wineskin.

WATERBLAST
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close
Effect: See text
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
This spell creates a sudden controlled blast of water under high pressure. There are three versions. All can be used to a varying extent to extinguish fires and such, and produce about 10 gallons per caster level if the water is properly collected.
Spray - This effect is a loose but powerful spray of water across a wide area. It creates a cone starting at the caster out to the maximum range of the spell. Any creature or object caught in this blast must make a reflex save or be knocked prone or over (in the case of unsecured objects). Creatures of huge or larger size are immune.
Stream - A more focused and high pressure application of the same amount of water into a stream about one foot in radius, effectively a ray. If you make a ranged touch attack against a creature it can be used as if bull-rush, using an effective strength score of 14+ your caster level (maximum effective strength of 24). The waterstream is counted as a medium sized creature. It can not push a creature or object beyond it's maximum range. It can push an unsecured object across the ground as if it were a creature of the same strength and size as used when determining bull rush results. (See Table 9-1, PH 142)
Jet - Forcing the same amount of water into a jet only the slightest fraction of an inch across, no more than a few hairs wide, can produce a truly staggering force of pure destruction. A waterjet, deals 1d4 slashing & piercing damage / level (maximum 10d4) on a successful ranged touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath, following the path of least resistance. However, the jet looses potency quickly as air resistance breaks it apart: this form of the spell only deals half damage if used beyond a range equal to your normal melee reach.

I also say yes to the already mentioned 'steam' spells, which deal fire damage but never start fires and leave a damp layer of condensation in the area.
 

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