Level
5th
Casting Time
1 Action
Range/Area
60 ft. ()
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Piercing

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 10 feet on a side, you gain 1 Charge of Water for every 5 feet side cube affected this way. (a 10 feet cube contains 8 cubes of 5 feet side). The water then rises from  ground and hovers, following your commands. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. When you run out of your last Charge, the spell ends.

Warding. You cause the water to quickly spin around at 5 feet from you and move with you.

  • Attack rolls of ranged attacks have disadvantage if the attacks pass in or out of the water.
  • Every time a creature tries to pass through the water, it must make a Strength saving throw against your spell DC, on a succes it can freely pass through the water for this effect instance (you can reset this immunity by using your action and applying this effect again in your next turn), otherwise it's pushed back in his previous location (or the nearest not occupied) and can't pass through the water until the end of this turn.
  • While the water is Warding every fire damage you take is instead absorbed by it. For every 5 damage you ignore this way, you lose 1 Charge fo Water, as the water evaporates to protect you.

 Ice Shards. You expend any number of Charge of Water causing them to freeze and shape into pointy shards and hurl them, you can split how many shards you want between any creatures you can see within range. Make a separate ranged spell attack for every shard, on a hit, a shard deal 2d6 piercing and 2d6 cold damage.

This effect doesn't cause the previous to cease and ignore the disadavantage gave by Warding.

Violent Stream. You cause water to move in a direction you choose, focusing it all into a narrow stream and direct it to a creature or a loose object you can see within range. The target (if it's a creature) must make a Strength saving throw , on a fail it is pushed in the same direction you moved the water for a number of feet equal to five times the half of Charges you have ramaining (rounded up)

Freeze. You send  all your water to attach to a creature you can see within range and freeze. When a creature became the target of this effect it must make a Dexterity saving throw against your spell DC or be affected. For every Charge of Water attached this way, that creature loses 5 feet of movement. While its movement is equal to 0 the creature is encased in ice, it's paralyzed and gain resistance to all damage except for psychic and thunder. At the end of each of its turn the creature can make a Strength saving throw to try escape the water and cease this effect on itself.

 

at Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage both piercing and cold increases by 1d6 and the fire damage absorbed increases by 2 for each slot level above 5th.

* - (a bottle of water, which you have to pour on your own hands)

Spell Tags: Control

Available For: Cleric (Legacy) Druid (Legacy) Wizard (Legacy) Cleric (Legacy) - Tempest Domain (Legacy) Paladin (Legacy) - Oath of the Open Sea Warlock (Legacy) - The Genie Warlock (Legacy) - The Fathomless

Antonino4427

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