S.5.M Maelstrom - JulTob/DnD GitHub Wiki

Maelstrom

  • Level: 5th-level
  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of sponge)
  • Duration: Concentration, up to 1 minute

Description

Maelstrom creates a powerful whirlpool of water that drags creatures and objects into its swirling vortex, dealing damage and controlling movement. The spell is particularly effective in aquatic environments or areas with abundant water.

Effects:

  • Area of Effect:

    • The spell creates a 30-foot-radius, 20-foot-deep cylinder of swirling water centered on a point you choose within range.
    • The area must contain water for the spell to function.
  • Movement and Damage:

    • Each creature in the cylinder must make a Strength saving throw.
    • On a failed save, a creature takes 6d6 bludgeoning damage and is pulled 10 feet toward the center of the maelstrom.
    • On a successful save, the creature takes half as much damage and isn’t pulled.
  • Object Interaction:

    • Any unsecured objects that are completely within the area of effect are automatically pulled 10 feet toward the center of the maelstrom.
    • The maelstrom continues to swirl for the duration, potentially affecting creatures or objects that enter the area after it is cast.

Strategic Applications:

  • Battlefield Control:

    • Maelstrom can be used to control large areas of the battlefield, forcing enemies to make difficult decisions about where to move. It is particularly effective in narrow spaces where enemies cannot easily escape the area of effect.
  • Crowd Control:

    • The spell's ability to pull creatures toward the center of the maelstrom can disrupt enemy formations, bringing them closer together for follow-up area-of-effect attacks or separating them from key positions.
  • Environmental Synergy:

    • Maelstrom works best in environments where water is readily available, such as coastal regions, swamps, or on ships. The spell can also be combined with other water-related effects, like Control Water, to create devastating combinations.

Limitations:

  • Water Requirement:

    • The spell requires an existing body of water to function. This limits its utility in dry or arid environments unless the caster can create water using another spell or ability.
  • Concentration:

    • Like many powerful spells, Maelstrom requires concentration, making it vulnerable to being disrupted if the caster takes damage.
  • Saving Throw:

    • The effectiveness of the spell depends on enemies failing their Strength saving throws. Creatures with high Strength or proficiency in Strength saves may resist the spell's effects more easily.
  • Duration and Repositioning:

    • While the spell lasts for up to a minute, it cannot be moved once cast. Enemies that successfully escape the area of effect are not affected again unless they willingly move back into it.

Notes:

  • Synergy with Other Spells:

    • Pairing Maelstrom with spells that create difficult terrain or hinder movement, like Entangle or Web, can trap enemies within the vortex for longer, maximizing damage.
  • Roleplay and Thematic Use:

    • This spell is thematic for characters associated with the ocean, storms, or water deities. It can be a dramatic representation of a caster's connection to the elemental forces of water.
  • Enemies' Reactions:

    • The chaotic nature of the spell can cause disarray and panic among enemies, making it difficult for them to coordinate their movements or escape the area.
  • Ideal For:

    • Druids and sorcerers who specialize in water or elemental magic will find Maelstrom to be a powerful addition to their spell repertoire, particularly in environments where water is abundant.