Skip to content

Data descrepency - SRD 5.2 vs Open 5e #920

@Sparks01

Description

@Sparks01

noticed today that the text for Control Water from the 5.2 SRD is incorrect.

As shown on Open5e : https://open5e.com/spells/srd-2024_control-water.

Control Water
Level 4 Transmutation Spell (Cleric, Druid, Wizard)srd-2024

Casting Time:
Action

Range:
300 feet

Duration:
Concentration, up to 10 minute

Components:
V, S, M (a mixture of water and dust)

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. 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.

Source: System Reference Document 5.2 by Wizards of the Coast

as printed in the SRD

Control Water
Level 4 Transmutation (Cleric, Druid, Wizard)
Casting Time: Action
Range: 300 feet
Components: V, S, M (a mixture of water and dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any water inside
an area you choose that is a Cube up to 100 feet on
a side, using one of the following effects. As a Magic
action on your later turns, you can repeat the same
effect or choose a different one.
Flood. You cause the water level of all standing
water in the area to rise by as much as 20 feet. If you
120 System Reference Document 5.2.1
choose an area in a large body of water, you instead
create a 20-foot tall wave that travels from one side
of the area to the other and then crashes. 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 percent 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 part water in the area 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.
The water continues to move in the direction you
chose until the spell ends or you choose a different
effect.
Whirlpool. You cause a whirlpool to form in the
center of the area, which must be at least 50 feet
square and 25 feet deep. The whirlpool lasts until
you choose a different effect or the spell ends. The
whirlpool is 5 feet wide at the base, up to 50 feet
wide at the top, and 25 feet tall. Any creature in the
water and within 25 feet of the whirlpool is pulled
10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn
there, it makes a Strength saving throw. On a failed
save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half
as much damage. A creature can swim away from
the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.

Metadata

Metadata

Labels

No labels
No labels

Type

No type

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions