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Create or Destroy Water

Level 1 · Transmutation

  • AOE

Listed under transmutation, Create or Destroy Water costs a 1st-level slot for cleric and druid casters. Cast time: Action. Range 30 feet, components V/S/M, duration instantaneous. Material: a mix of water and sand. Effect: You do one of the following: Create Water. At higher levels: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Stat Block

Level
1
School
Transmutation
Casting Time
Action
Range / Area
30 feet (30-foot cube)
Components
V, S, M
Duration
Instantaneous
Ritual
No
Concentration
No
Classes
Cleric, Druid
Material
a mix of water and sand

Description

You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

At Higher Levels: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Transmutation is the most flexible school. The same Polymorph that turns a hostile giant into a sheep can turn the party rogue into a giant ape three rounds later. Create or Destroy Water sits in Transmutation because the spell rewrites a property of a body, an object, or terrain. Level-1 slots come back on every long rest; Create or Destroy Water is one of the spells the slot column fills first.

Class Fit

  • Cleric: Wisdom is the Cleric's casting stat, and the DC scales with proficiency bonus plus Wis modifier — Create or Destroy Water is castable at the Cleric's normal DC. Upcasting Create or Destroy Water changes the effect; the spell page lists the per-slot scaling.
  • Druid: Circle of the Moon Druids spend most of their turns in Wild Shape — Create or Destroy Water earns its slot only if the build expects to cast in humanoid form. Create or Destroy Water reaches 30 feet, which lets the caster stay clear of the front line.
Cleric spellsDruid spellsTransmutation schoolLevel 1

Related Spells

Frequently Asked Questions about Create or Destroy Water

What level spell is Create or Destroy Water?
In D&D 5e, Create or Destroy Water is classified as a level 1 spell of the Transmutation school. Available classes: Cleric, Druid.
What is the range of Create or Destroy Water?
Create or Destroy Water can target a point or creature within 30 feet of the caster.
What components and casting time does Create or Destroy Water need?
the cast needs V, S, M. Material component: a mix of water and sand.
Can Create or Destroy Water be upcast?
Upcasting Create or Destroy Water works as follows: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/create-or-destroy-water. Point a phone camera at this code to open the Create or Destroy Water page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.