Hydor's Water Spells Updated: May 1, 2019

Hydor the Rainmaker Hydor the Rainmaker was a half-elven witch that lived in the Sylvan Realm centuries ago. The child of a druid, he always felt drawn to the streams and rivers of his homeland. He traced their origins, observed the living things that used the waters, and was even able to tell the source of water by its taste. Always an intelligent young boy, he was taken in by an ancient elven witch as her apprentice. As he matured, his connection to the waters of the land influenced the type of magic he would learn and later develop on his own. As an elderly man himself, Hydor took on his own apprentices, teaching them his ways and spells. Over the many decades since that time, his magic has found its way outside the Sylvan Realm and into the collections of a few other wizards. This document contains a collection of spells created by Hydor the Rainmaker. Spell Lists Wizard Spells Cantrip (0-level) Hydor's Drink

Hydor's Water Lash 1st Level Hydor's Blocking Wave

Hydor's Liquid Filtration

Hydor's Insidious Stream

Hydor's River Armor

Hydor's River Shield

Hydor's Waterseeker 2nd Level Hydor's Fire Eater

Hydor's Water Blade

Hydor's Water Change 3rd Level Hydor's Flooded Surprise

Hydor's Gentle Rain

Hydor's Water Lance 4th Level Hydor's Lake Vault

Hydor's Movement of the Deep

Hydor's Pouring Rain

Hydor's Water Form 5th Level Hydor's End of the Flood

Hydor's Undercut 6th Level Hydor's Claws of the Deep 7th Level Hydor's Waterkeeper 8th Level 9th Level Hydor's Spring

Hydor's Vortex The spells found here may be suitable for use by other classes. Feel free to add them where you think appropriate for your game.

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Spell Descriptions

Hydor's Blocking Wave 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute You conjure a mass of water and cause it to form a small wave of water that floats and flows around your body, blocking attacks. Your AC increases by +1 and you have resistance to fire damage. When the spell ends, the water splashes harmlessly to the ground.

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Hydor's Claws of the Deep 6th-level transmutation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes You select a point on the surface of a body of water within range. Any creatures of your choice that you can see within 30 feet of that point must make a Strength saving throw as they are grabbed by large hands made of water. A creature that fails the save is dragged to the center point and pulled up to 30 feet underwater. A creature that succeeds breaks free and is unaffected. A captured creature is restrained by the spell. A target can make a Strength saving throw at the end of each of its turns, with a success ending the spell for that target.

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Hydor's Drink Transmutation cantrip Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, S

V, S Duration: Instantaneous You cause vapor in the air to condense into 1 gallon of cool, drinkable water. The water fills a container if you are holding one, or it falls as a few seconds of rain over a 5-foot radius, 10-foot high cylinder within 10 feet of you. In very dry air, the spell produces half as much water.

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Hydor's End of the Flood 5th-level conjuration Casting Time: 1 minute

1 minute Range: 300 feet

300 feet Components: V, S

V, S Duration: Instantaneous You remove all of the water from a cube 150 feet on a side and teleport it into the rocks hundreds of feet below its original location, allowing you to clear flooded spaces. Water within creatures or plants is unaffected.

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Hydor's Fire Eater 2nd-level conjuration Casting Time: 1 action

1 action Range: Self (60-foot cone)

Self (60-foot cone) Components: V, S

V, S Duration: Instantaneous You send thousands of tiny spheres of water swirling through the air toward any sources of fire within the area. The water instantly snuffs out any non-magical torches, candles, lanterns, or any other small flames or coals. Larger fires, up to the size of a campfire, will also be extinguished, but each such fire reduces the range by 5 feet. Flames closest to you are extinguished first. Alternatively, you can focus the spell into a narrow stream that strikes a single creature. Make a spell attack against the target. This will wet most creatures hit, but a target composed primarily of fire or magma takes 3d10 points of cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an additional 1d10 for each slot level above 2nd.

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Hydor's Flooded Surprise 3rd-level tranmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute You cause any water around you to hinder your foes in battle. An invisible aura of magic radiates from you out to a 30-foot radius. Any water at least 3 inches deep within that space will move erratically under and around the feet of any creature except you and those you designate during casting. Water in the area becomes difficult terrain for any creature walking or swimming in it as the water forceflly pushes in random directions. At the end of each of its turns, any affected creature in the area must succeed at a Strength saving throw or fall prone. You can use an action to end this spell early. If you fall unconscious or die the spell continues but affects all creatures in the area.

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Hydor's Gentle Rain 3rd-level conjuration Casting Time: 1 action

1 action Range: 2 miles

2 miles Components: V, S, M (a vial of fresh water, which the spell consumes)

V, S, M (a vial of fresh water, which the spell consumes) Duration: Concentration, up to 8 hours You cause grey clouds to immediately form over the entire range, and a gentle rain immediately begins to fall in that space. The rain is the same temperature as the air. It can put out non-magical fires smaller than a campfire. This spell can create enough water to soak an area, but never enough to cause flooding. You must have a clear line of sight to the sky to cast this spell, and it remains in the area it was cast.

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Hydor's Insidious Stream 1st-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S, M (a metal vial half filled with liquid)

S, M (a metal vial half filled with liquid) Duration: Instantaneous You send the image and sound of a rushing stream into the mind of a creature you can see within range. The target must make a Wisdom saving throw. If it fails, the target's movement speed is reduced by half, and it loses the ability to take actions or bonus actions, until after its next turn as it urinates. Until it cleans itself and its clothing, an affected creature may suffer disadvantage when making skill checks using Charisma. Creatures that do not urinate automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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Hydor's Lake Vault 4th-level transmutation Casting Time: 1 minute

1 minute Range: 30 feet

30 feet Components: V, S, M (a clear crystal sphere worth 50 gp)

V, S, M (a clear crystal sphere worth 50 gp) Duration: Concentration, up to 8 hours You push water and other liquids out of a 20-foot radius sphere, keeping them outside the sphere until the spell ends. The sphere is either centered on the crystal sphere used to cast it and can be moved, or it remains immobile in the place it was cast. Creatures composed of water, such as water elementals, are able to enter the area if they succeed on a Charisma saving throw. Any such creature in the area at the start of its turn must succeed on a Charisma saving throw or be forced out of the sphere. You may specify if certain amounts of liquids or specific water creatures are allowed to remain within the spell area. You can create a permanent, immobile, waterless space by casting this spell in the same location every day for one year. You do not need to maintain concentration when casting the spell in this manner.

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Hydor's Liquid Filtration 1st-level transmutation Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S, M (a pinch of sand)

V, S, M (a pinch of sand) Duration: Instantaneous You select a space of up to 5 cubic feet that contains liquid, such as muddy water or a barrel of pickled fish. All of a liquid of your choice is removed from the source and deposited in another container or location within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect an additional 5 cubic feet for each slot level above 1st.

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Hydor's Movement of the Deep 4th-level transmutation (ritual) Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a scale from a dragon turtle)

V, S, M (a scale from a dragon turtle) Duration: 24 hours This spell grants up to ten willing creatures you can see within 30 feet the ability to move themselves through water with but a thought. As long as each affected creature remains within 120 feet of you, it gains a swim speed of 30.

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Hydor's Pouring Rain 4th-level conjuration Casting Time: 1 action

1 action Range: 1 mile

1 mile Components: V, S, M (a vial of fresh water, which the spell consumes)

V, S, M (a vial of fresh water, which the spell consumes) Duration: Concentration, up to 10 minutes You cause dark grey clouds to immediately form over the entire range, and a very heavy rain immediately begins to fall in that space. The rain is the same temperature as the air. Within 1 minute it can put out even large fires and cool lava enough to walk on unharmed. You must have a clear line of sight to the sky to cast this spell, and it remains in the area it was cast.

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Hydor's River Armor 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (at least 3 gallons of water)

V, S, M (at least 3 gallons of water) Duration: 1 hour You draw water around you to form a protective suit of armor. You have resistance to fire damage. If you are not already wearing armor, your AC becomes 12 + your Dexterity modifier. You can end this spell early as a bonus action, and it ends if you fall unconscious or die.

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Hydor's River Shield 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M (at least 1 gallon of water)

V, S, M (at least 1 gallon of water) Duration: 1 hour You shape water into the form of a shield. You are proficient in the use of this shield. You can end this spell early as a bonus action, and it ends if you fall unconscious or die.

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Hydor's Spring 9th-level conjuration Casting Time: 1 minute

1 minute Range: 30 feet

30 feet Components: V, S, M (a vial of water from the Elemental Plane of water, which the spell consumes)

V, S, M (a vial of water from the Elemental Plane of water, which the spell consumes) Duration: Permanent You select a point within range and open a small, one-way portal from the Elemental Plane of Water. You select a temperature of water when casting, from nearly freezing to nearly boiling, which comes from different places on the elemental plane. Once the portal opens, it allows the 1 gallon of the chosen water to flow through every minute. Creatures can not pass through the portal.

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Hydor's Undercut 5th-level conjuration Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (at least 1 gallon of water, which the spell consumes)

V, S, M (at least 1 gallon of water, which the spell consumes) Duration: 1 minute You conjure a mass of elemental water and send it into the ground beneath a location or structure. The water, over the course of 1 minute, digs and washes away earth and stone from a 50-foot radius, 20-foot deep cylinder, leaving 1 foot of material above. The water and removed earthen material vanish and are dispersed to the elemental planes, and the remaining material collapses into a sinkhole. Buildings over the undercut space may collapse into the inkhole that is created. Creatures over the space, but within 10 feet of the edge must succeed on a Dexterity saving throw to avoid falling in as it collapses. Other creatures, and those that fail the saving throw, take 2d6 points of bludgeoning damage from the fall.

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Hydor's Vortex 9th-level conjuration Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You select a point on the surface of a body of water within range and open a large, 10-foot radius portal up to 100 feet below that point. A swirling vortex forms above that point, drawing in water and nearby objects. The vortex is an inverted cone, with a radius at the surface equal to 10 feet for every 10 feet of depth. Creatures and objects in the water within 60 feet of the vortex are pulled 1d6x10 feet toward the funnel if they fail a Strength saving throw at the start of their turn. Creatures or objects that come into contact with the vortex are pulled in and 20 feet downward, suffering 6d6 points of bludgeoning damage. This damage is repeated if a creature or object starts its turn within the vortex. A trapped creature may make a new Strength saving throw at the end of each of its turns, with success meaning it escapes from the whirlpool and makes it 10 feet beyond it. If it fails the save, it suffers another 6d6 bludgeoning damage and is dragged 20 feet deeper. Water and things pulled to the portal are teleported to another underwater location within 10 miles of the vortex. A creature or object is then free to swim or float to the surface.

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Hydor's Water Blade 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (at least 1 gallon of water)

S, M (at least 1 gallon of water) Duration: 1 minute You shape water into a large, hovering sword within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the blade. On a hit, the target takes slashing damage equal to 1d10 + your spellcasting ability modifier. As a bonus action, you can move the blade up to 30 feet and repeat the attack against a creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every two slot levels above the 2nd.

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Hydor's Water Change 2nd-level transmutation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous Select a cube of up to 20 feet on a side within range. You may change any water in this space that you wish into ice, any ice into water, and any of either into harmless vapor. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's area increases by 10 feet on a side for each slot level above 2nd.

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Hydor's Water Form 4th-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a vial of water)

V, S, M (a vial of water) Duration: 1 hour You touch willing creature and transform it into the form of a water elemental (Monster Manual, pg. 125). The transformation lasts for the duration, until you or the target end it as an action, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the statistics of the elemental form. It retains its Intelligence, Wisdom, Charisma, alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment that transformed with it.

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Hydor's Water Lance 3rd-level conjuration Casting Time: 1 action

1 action Range: Self (100-foot line)

Self (100-foot line) Components: V, S, M (a vial of water)

V, S, M (a vial of water) Duration: Instantaneous You conjure incredibly highly pressurized water and send it out from you in a line 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 piercing damage and is pushed 20 feet away from you on a failed save. On a successful save, a creature takes half as much damage and is not pushed. Objects in the line take the the same amount of damage, but Huge or larger objects are not pushed away. Fires in the area are extinguished. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

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Hydor's Water Lash Conjuration cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Instantaneous You conjure several gallons of water and cause it to lash out at a creature or object within range before vanishing. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).



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Hydor's Waterkeeper 7th-level conjuration Casting Time: 1 minute

1 minute Range: 200 feet

200 feet Components: V, S, M (powdered silver worth 100 gp, which the spell consumes)

V, S, M (powdered silver worth 100 gp, which the spell consumes) Duration: 1 month You summon an intelligent water elemental that serves you willingly (Monster Manual, pg. 125, with a Intelligence of 8). The elemental can freely move within 200 feet of the point it was summoned, and it will clean things you tell it to, water plants, extinguish fires, and attack any creature of Medium size or larger that you do not designate as being "allowed" in the area.

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