Spell: control water


Rules Questions


Can a 7th level cleric cast control water twice on a pool of water that is 30 ft deep? With each spell lowering the water 14 ft.

School transmutation [water]; Level cleric 4, druid 4, sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)

Range long (400 ft. + 40 ft./level)

Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Duration 10 min./level (D)

Saving Throw none; see text; Spell Resistance no

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.


ryathas ruyonin-shar wrote:

Can a 7th level cleric cast control water twice on a pool of water that is 30 ft deep? With each spell lowering the water 14 ft.

School transmutation [water]; Level cleric 4, druid 4, sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M/DF (a pinch of dust for lower water or a drop of water for raise water)

Range long (400 ft. + 40 ft./level)

Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Duration 10 min./level (D)

Saving Throw none; see text; Spell Resistance no

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.

bump


I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.


knightofstyx wrote:
I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.

I found this in the PRD in the Magic section:

"Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

So it should mean no, then?

Sovereign Court

ryathas ruyonin-shar wrote:
knightofstyx wrote:
I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.

I found this in the PRD in the Magic section:

"Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

So it should mean no, then?

I think that phrase is meant to cover instances in which you have multiple bonuses of the same type, such as a deflection bonus from one spell is +2, but another spell is cast to give +4, the total bonus would only be +4, NOT +6.

In your example with control water, the effects sould be cumulative. Just like casting multiple "transmute stone to mud", the second casting would just affect more matter.


ryathas ruyonin-shar wrote:
knightofstyx wrote:
I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.

I found this in the PRD in the Magic section:

"Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

So it should mean no, then?

Correct.


K wrote:
ryathas ruyonin-shar wrote:
knightofstyx wrote:
I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.

I found this in the PRD in the Magic section:

"Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

So it should mean no, then?

Correct.

+1, seems obvious and would have done it the same even without a rule stating it.

Liberty's Edge

Nebelwerfer41 wrote:

In your example with control water, the effects should be cumulative. Just like casting multiple "transmute stone to mud", the second casting would just affect more matter.

I interpret it to mean this. The effect would simply affect a different selection of mass.


Personally, if it isn't game breaking, there's no reason not to allow it to work. After all, it is two 4th level spells.


ryathas ruyonin-shar wrote:
knightofstyx wrote:
I can't see why it wouldn't work. Most rules that say effects do not stack are for bonuses. Your question is more akin to saying "Can I cast entangle in an area that is already entangled?" The obvious answer is yes. Therefore my answer to this is likewise.

I found this in the PRD in the Magic section:

"Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."

So it should mean no, then?

I'd say control water works as desired here, simply because the 1st control water affected the top half of the lake, and then the 2nd one got the next chunk. Also, it's not exactly game-breaking to let someone drop the water level that much when using a pair of these spells.


If Control Water is cast inside a structure, such as a ship to prevent it from sinking by lowering it, does the area of the spell move with the ship?


I would generally rule that spells cast "on" the ship move with the ship (e.g., a wall of force splitting the deck apart); they're effectively anchored to the nearest solid structure. So, yes, I think it ought to work with control water too.


Looking at the rules for magic and area effects, I had the same feeling. Just wanted to bounce it off a few other heads.


How does control water work underwater or in an underwater cave?

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