Level
2nd
Casting Time
1 Action
Range/Area
Self (20 ft. )
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Bludgeoning

You gesture with your arms in front of you, conjuring forth a large wave of water to push your enemies away. Each creature in a 20-foot cone originating from you must make a Strength saving throw. On a failed save, a creature takes 2d10 magical bludgeoning damage and is pushed up to 15 feet (or to the edge of this effect, whichever comes first) away from you, landing prone at the end. On a successful save, the creature takes half as much damage, and isn't pushed or knocked prone. 

In addition, unsecured objects that are completely within the area of effect are automatically pushed to the end of the effect away from you and may even be broken depending on the object in question, by the spell's effect.

The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 10 feet of it, and then it vanishes.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

* - (a seashell)

Spell Tags: Damage Control

Available For: Bard (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Paladin (Legacy) - Oath of the Ancients (Legacy) Paladin (Legacy) - Oath of the Open Sea

Farouk

Comments

Posts Quoted:
Reply
Clear All Quotes