Dehydrate
6-level Abjuration
Casting Time: 1 action / 1 hour
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantaneous
You reach to a creature, non-living plant, or source of water within range. You pull the moisture out of the target and immediately evaporate it. If you intend to target a water source, you must cast this spell over an hour. If you target a creature, the creature must make a constitution saving throw taking 8d8 necrotic damage on a failure or half as much on a success. Plant creatures have disadvantage on the saving throw and take 10d8 necrotic damage instead. If you target a non-living plant, if it is no larger than large size, it immediately withers and dies. If it is larger than 10 feet on any size, only a 10-foot cube is withered. If you target a pool / source of water you may deplete all or some of it. If you target a small pond, or well, you dry it out entirely. Anything larger, such as a lake, is significantly reduced, causing the water line to recede by 20 feet on every side, and all food yields to be halved for the next month. Anything larger than a lake is too big to have any significant effects. If you target flowing water, you can dry up to 100 feet in
both directions of the water flow and dry it for the next 10 minutes as the water slowly fills back. This spell can have a lot of dangerous affects, such as drying out a mountain pond that is the source of water for a river. If the source was dried, the river would eventually dry out as well. This spell can have detrimental effects on towns, cities, and entire regions. Ultimately the DM determines the repercussions for using this spell.
Available for: Wizard