Kryx RPGThemesMonsters

Water

Water is one of the prime elements; it is shapeless, flowing, and crushing. The Water theme focuses on movement control, protection and utility, with some bludgeoning damage.

Spells from the Water theme allow you to give shape to water, create fresh water, purify water, conjure fogs, burst torrents of water, remove afflictions and heal creatures, desiccate your foes, breath underwater, walk on water, animate creatures of water, assume the form of water, create prisons of water, cause floods, and unleash tidal waves.

Power sources

Primal

Table of contents

Water feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you have advantage on ability checks to swim and can hold your breath for twice as long as normal.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

The magic you command infuses you with elemental water. You can hold your breath for 15 minutes, you have resistance to fire damage and against any spells or abilities that use water to deal damage that don’t deal cold damage.

Prerequisites: You know the slick skin spell

You can cast slick skin on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one water spell

You gain the ability to subtly control the water around you.

If it is raining, you can use an action to cause the rain to stop falling in a 4-meter radius cylinder centered on you. You can end this effect on your turn (no action required).

If there is water nearby, you can use an action each round to cause the water to flow up to 20 meters in a certain direction in a 20-meter radius sphere centered on you. The water flows in that direction until the end of your next turn.

Prerequisites: The ability to cast at least one spell

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Water concoctions

1 hour/catalyst

As two actions, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. Choose fins or gills as the concoctions’s effect. A creature can drink the contents as an action to gain the chosen effect:

Fins. The creature grows fins and webbing between its fingers and toes; it gains a swimming speed of 5 meters for the duration.

Gills. The creature grows gills; it gains the ability to breathe underwater for the duration. It also retains its normal breathing pattern.

Augment

You can expend 1 additional catalyst so the concoction produces both effects.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Fog spreads to fill a sphere twice as big as normal for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

As an action, you can create a vial of light seafoam green liquid that has a cube of ice floating in it. A creature can drink the contents as an action to learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

3 hours/catalyst

As an action, you can create a vial of green liquid that continuously produces a goopy coating on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor its body becomes slick until the effect ends. The creature’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4). The effect ends if the creature dons armor or if it dismisses the effect (no action required).

As an action, you can create this vial of clear liquid with a constant sparkle. As an action, a creature can throw the vial at a point within 5 meters, shattering it on impact. All nonmagical liquid within a sphere centered on a point of your choice within 5 meters is purified and rendered free of poison and disease.

As two actions, you can create a vial of liquid that appears to have a visible infection in the middle that is continuously washed clean. A creature can drink the contents as an action to remove the blinded, deafened, paralyzed, or poisoned condition.

Augment

Greater Purification Potion. You can expend 1 additional catalysts to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed or petrified it, or reduce its exhausted level by one.

1 hour/catalyst

As two actions, you can create a vial of blue-green fluid that has lily pads floating on top of the liquid. A creature can drink the contents as an action to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

If a submerged creature drinks this potion, the effect carries the target to the surface of the liquid at a rate of 10 meters per round.

Water spells

As an action, you shoot a jet of water at a creature that you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, it takes 1d6 bludgeoning damage, and if it is Medium or smaller, it is pushed up to 3 meters.

You can cause the jet to be harmless as it soaks the creature and reduces any burning condition by 2.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

As an action, you choose an area of water that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 1 meter in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

The cube increases by 1 meter when you reach 9th level (2 meters) and 17th level (3 meters).

1 hour/mana or psi

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to gain the benefit of both effects.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

(ritual)

As an action, you either create or purify water.

Create Water. You create up to 40 liters of clean water within 5 meters in an open container. Alternatively, the water falls as rain in a sphere twice as big as normal within 10 meters. Any burning creature in the area stops burning and exposed flames in the area are doused.

Purify Water. All nonmagical liquid within a sphere within 5 meters is purified and rendered free of poison and disease.

As an action, a creature that has moisture in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon the moisture from its body as it takes 3d12 necrotic damage and 2 liters of water are removed from the creature. Unless it rehydrates, it can quickly become exhausted 1.

On a successful save, it takes half as much damage.

Augment

You can increase the damage by 4d12 for each additional mana or psi expended.

As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.

Ebb. A creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it takes 3d8 necrotic damage.

On a successful save, it takes half as much damage.

A willing creature within 5 meters of the target can regain health equal to half the amount of necrotic damage dealt.

Flow. A creature that you can touch or see within 10 meters regains 2d10 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.

On a failed save, it takes necrotic damage equal to half the amount of healing.

Augment

You can increase Ebb’s necrotic damage by 4d8 and Flow’s healing by 3d10 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the are have advantage on saving throws against the burning condition.

As a reaction, which you use when you are hit by an attack you can see or when you take fire damage, you can create a rushing torrent of water as a shield. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.

Additionally, you have resistance to fire damage and advantage on saving throws against the burning condition until the start of your next turn.

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is attacked or takes fire damage. The attacked creature gains the benefits instead.

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

concentration, 1 hour/mana or psi

As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, any burning creature in the area stops burning, and exposed flames in the area are doused.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4) and it has advantage on saving throws against the burning condition. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As a reaction, which you use when you are hit by an attack, water swirls around your body.

If the creature who damaged you is within 10 meters it must make a Reflex saving throw as a jet of water shoots out at it.

On a failed save, it takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you.

On a successful save, a creature takes half as much damage.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

As an action, a tidal wave surges forth from you or retreats to you. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wave surge or retreat.

On a failed save, a creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is knocked prone and pushed up to 3 meters away from you or pulled up to 3 meters closer to you (pushed if it surged, pulled if it retreated).

On a successful save, a creature takes half as much damage and isn’t knocked prone or pushed or pulled.

Additionally, any burning creature or object in the area stops burning and unprotected flames in the area are extinguished.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 and affect a creature of a larger size for each additional mana or psi expended.

  • You can expend 2 additional mana or psi so the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the waves as an action.

    The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

As an action, you unleash a jet of water. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you in a direction following the cone or line.

On a successful save, a creature takes half as much damage and isn’t pushed.

Augment

You can increase the damage by 2d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana or psi expended.

As an action, you create a whip of water that pulls and unbalances a creature that you can touch or see within 10 meters which must make a Reflex saving throw.

On a failed save, it takes 2d10 bludgeoning damage, is knocked prone, and is pulled up to 3 meters closer to you.

On a successful save, it takes half damage, but suffers no other effect.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, you call forth a water elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a water elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 meters 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 actions 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

  • You can expend 2 additional mana or psi to call forth another elemental.

  • Water Weird. You can expend 1 additional mana or psi to call forth a water weird instead of a water elemental. It must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain.

concentration, 1 hour/mana or psi

As two actions, you, along with everything you’re wearing and carrying, transforms into a watery form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only methods of movement are a speed of 2 meters and a swimming speed of 5 meters
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to water form, which also requires the 1-minute transformation.

If you are in water form and swimming when the effect ends, you ascend 10 meters per round for 1 minute until you reach the surface.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Water Glide. You can expend 1 additional mana or psi to cast this spell without concentration and modify the effect so your swimming speed increases to 100 meters.

concentration, 5 minutes/mana or psi

As two actions, you can control any freestanding water within 100 meters inside an area that is a cube up to 20 meters on a side. You can choose from any of the following effects when you cast this spell.

Flood. You cause the water level of all standing water in the area to rise by as much as 5 meters. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 5-meter tall wave that travels from one side of the area to the other and then crashes down. 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% 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 cause water in the area to move apart 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.

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

On subsequent turns, you can use two actions to repeat the same effect or choose a different one.

concentration, 1 minute/mana or psi

As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters.

At the start of each of its turns, the creature must make a Fortitude saving throw. A creature that doesn’t breathe isn’t affected by this spell.

On a failed save, it loses 8d6 health as it starts to drowns and it is deafened, can’t speak, and can’t see anything beyond 2 meters from it for the duration.

On a successful save, the target loses half as much health and the spell ends.

Augment

You can cause the target to lose 5d6 more health for each additional mana or psi expended.

As two actions, you draw the moisture from every creature in a sphere centered on a point within 20 meters. Each creature in that area must make a Fortitude saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

As two actions, you touch a creature and can remove the blinded, deafened, paralyzed, or poisoned condition.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Purification. You can expend 1 additional mana or psi to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed or petrified it, or reduce its exhausted level by one.

As two actions, you create a wave of water that crashes down in a sphere within 20 meters. Any creature in that cube must make a Reflex saving throw.

On a failed save, a creature takes 5d6 bludgeoning damage and if it is Large or smaller it is knocked prone and pushed up to 3 meters away from the center of the wave.

On a successful save, a target takes half as much damage.

Additionally, any burning creature or object in the area stops burning.

The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 5 meters of it, and then it vanishes.

Augment

You can increase the damage by 2d6 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, you create a wall of water on the ground at a point you can see within 20 meters for the duration.

A creature must spend 2 meters of movement for every meter it moves through the wall.

When a Large or smaller creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, the creature is knocked prone.

Any burning creature in the area stops burning, any ranged attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 5 Defense and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

(ritual); 1 hour/mana or psi

As two actions, you grant the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) to a creature that you can touch or see within 5 meters.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 10 meters per round.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, you create a sphere of water with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failed save, a creature is engulfed by the sphere of water for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any burning creature that is engulfed stops burning.

A creature restrained by the sphere or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed. A creature with a swimming speed has advantage on this ability check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

As two actions, you can move the sphere up to 5 meters in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 5 meters of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana or psi expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

concentration, 1 minute/mana or psi

As two actions, you create a swirling mass of water at a point you can see within 100 meters. The point must be on the ground or in a body of water. The maelstrom is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the maelstrom up to 5 meters in any direction along the ground. The maelstrom sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

The maelstrom keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the maelstrom are sucked upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the maelstrom are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature must make a Reflex saving throw the first time on a turn that it enters the maelstrom or that the maelstrom enters its space, including when the maelstrom first appears.

On a failed save, a Medium or smaller creature becomes restrained in the maelstrom until the spell ends. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

Additionally, any burning creature in the area stops burning.

A creature restrained by the maelstrom can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC. If successful, the creature is no longer restrained by the maelstrom.

When the spell ends or if the creature escapes the maelstrom, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana or psi expended.

concentration, 6 rounds

As you spend 1 minute to cast this spell, a wall of water springs into existence at a point within sight range. You can make the wall up to 100 meters long, 100 meters high, and 10 meters thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Reflex saving throw.

On a failed save, a creature takes 8d6 bludgeoning damage, or half as much damage on a successful save. Additionally, any burning creature in the area stops burning.

At the start of each of your turns after the wall appears, the wall’s height is reduced by 10 meters and the wall, along with any creatures in it, moves 10 meters away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Reflex saving throw or take 5d6 bludgeoning damage. A creature can take this damage only once per round. The damage creatures take from the spell on subsequent rounds is reduced by 1d6. When the wall reaches 0 meters in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Athletics check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick