Codex of the Tides

Codex of the Tides: A spellbook with a cover made of shells in the shape of swirling water.

Codex of the Tides

This heavy, leather-bound book has an intricate cover made of tiny broken shells depicting waves crashing on a sandy beach. Within are delicate pages made of pale, dried seaweed filled with illustrations and incantations of various water-based spells. The writing is an elegant flowy cursive made with shimmering silver ink. The book is enchanted to repel water, protecting the pages and writing within, and is resistant to fire damage.

Below are some of the spells created by various triton and merfolk wizards over centuries and included in the Codex of the Tides.

LevelSpellSchoolConc.RitualClass
0HydrospoutConjurationNoNoDruid, Sorcerer, Wizard
0Manipulate MoistureEvocationNoYesDruid, Ranger, Sorcerer, Wizard
1stFloodConjurationNoNoDruid, Ranger, Sorcerer, Wizard
2ndAbyssal TendrilConjurationNoNoDruid, Sorcerer, Warlock, Wizard
2ndTidal ShiftConjurationNoNoDruid, Ranger, Sorcerer, Wizard
3rdWater JetConjurationNoNoDruid, Sorcerer, Wizard
4thDolphin PodTransmutationYesNoBard, Druid, Sorcerer, Wizard
5thMarine SphereConjurationYesNoDruid, Sorcerer, Wizard

Abyssal Tendril

2nd-Level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

A tendril made of water appears in an unoccupied space of your choice within range and lasts for the duration.

As a bonus action, you can move the tendril up to 30 feet and grab a creature within 5 feet of it. The creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage and if it is Large or smaller, it is grappled by the tendril. The tendril can grapple only one creature at a time and you can release a grappled creature as part of taking this action. A grappled creature moves with the tendril.

When you move the tendril, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every two slot level above 2nd.

Dolphin Pod

4th-Level Transmutation (Ritual)

Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a ring shaped like a pair of dolphins)
Duration: Concentration, up to 1 hour

This spell transforms you and up to five willing creatures that you can see within range into dolphins. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target’s game statistics, including mental ability scores, are replaced by the statistics of a dolphin. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Flood

1st-Level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a 1-inch wooden cube with waves painted on each side)
Duration: 10 minutes

You create a 10-foot cube of fresh water in a space you can see within range. The water remains within the area for the duration, suspended in place by arcane means.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the dimensions of the cube by 5 feet for each spell slot above 1st.

Hydrospout

Conjuration Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A high-pressure stream of water sprays towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 bludgeoning damage and if it is no more than one size larger than you, it is pushed 10 feet away from you.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Manipulate Moisture

Evocation Cantrip

Casting Time: 1 minute
Range: 60 feet
Components: V, S
Duration: Instantaneous

You alter the moisture levels within a 1-foot cube. You can increase the moisture up to the point of saturated or decrease the moisture up to the point of being dry.

Codex of the Tides: Marine Sphere
Image generated by Midjourney

Marine Sphere

5th-Level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small glass globe of sea water)
Duration: Concentration, up to 1 minute

You conjure a 5-foot radius sphere of sea water filled with marine life at a point you can see within range for the duration. The area within the sphere is difficult terrain.

Any creature that starts its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, octopus tentacles reach out and grapple the creature and pull it into an unoccupied space within the sphere. While grappled this way, the creature is restrained. If there isn’t enough room for the creature within the sphere, it automatically succeeds on the saving throw. A grappled creature can use its action to repeat the saving throw to escape. On a successful save, it is ejected outside the sphere to the nearest unoccupied space.

Any creature that starts its turn grappled by the sphere takes 3d6 piercing damage as marine life within begin to eat it.

As an action on your turn, you can move the sphere along the ground up to 30 feet. Any creature grappled by the sphere moves with it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 5 feet for each slot level above 5th.

Tidal Shift

2nd-Level Conjuration

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You teleport yourself horizontally to an unoccupied space you can see within range. Immediately after you disappear, a 5-foot wide wave moves horizontally from the space you left to the space you teleported to. Each creature in the path of the wave must succeed on a Strength saving throw or be knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Water Jet

3rd-Level Conjuration

Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a vial of fresh water)
Duration: Instantaneous

A stream of water forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Further Reading

Water spells not your jam — how about some frost ones? Check out Digan’s Wintery Spell.

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