True Element Control: Water/Ice
The user gains the ability to freely control the elements of water and ice. this spell has three uses Attack, Defense, and Utility. If selecting this spell or gaining it because of a trait, feat, level ability, and/or In-game event then the character losses the ability to cast other spells and Cantrips except for Non-damaging Spells and Cantrips. When using this spell again in the same turn as an action use 1 spell slot and choose another category. This can also be used even if the creature has no arms, hands, legs, or feet. Casters can not control the water in blood from other creature's bodies. Water must be present unless Dungeon masters said otherwise.
Attack
This spell does two types of damage. Force when using the water Element and Cold when using ice. As an action, the caster can change how the spell is used when dealing damage. Such as Creating tower water or Enveloping your hands with ice gauntlets. This spell has a range that varies depending on how it's used. This spell gets stronger every 2 levels. Starting out this deals 1d10 of damage, once the player reaches lv 2 it deals 1d10+5 damage. As the player reaches level 4 deal 2d10 damage and increase the damage by 1d10 every 2 levels going forward. Below explains how the spell can be used when attacking
Bullet/Shards: Range 120ft Line/ roll to hit/ single target/ can be used as a bonus action for half damage but has to use a spell slot/ Can be used to hit multiple targets but reduce the by half for each target and use 1 spell slot or points for each target.
Piller: Range 40ft/ target makes a dex saving throw 10+ Chr, Int, or WIs Modifier/ On fail the target is pushed back, launch in the air, or Impeld/ Counts as bludgeoning when being launched or pushed and Piercing when Impeld.
Envelopment: Range Weapon ranged/ Roll to hit/ Single target/ Can use any weapon, Item, or body part Except for the butt, Shoulder blades, and head area.
Breath: Range 60ft/ Target makes a dex saving throw equal to the caster's dex score. If passes deal half damages/ For 1 spell slot increase change the range type to cone/ Can only be used once the character reaches level 4
Vortex: Range 15ft Circle from 20ft away/ Target makes a dex saving throw of 10+ Dex Mod. If failed the creature is trapped inside of the vortex and has to make a saving throw of 10+ Casters dex mod or take 1d10 damage. If passes the creature relocates 10ft out of range without starting an opportunity attack/ can only be used once the character reaches level 8
Defense
The defensive skills of this can create walls of water or ice or armor to protect the creature from damage. When casting any defensive skill in combat the creature will have to make a concentration check to keep the spell active. If failed the creature can use a spell slot to cast the spell again after the next creature turn.
Wall: Range 10ft line/10ft high, At Level 3 20ft Line/ 20ft high, At Level 5 50ft line/ 30ft high, At Level 7 70ft line/ 40ft high, At level 12 100ft line/50ft high/ Water: Creature trying to cross the wall has to make an Str or athletics check of 10+casters Wis, cha, Int modifier. If failed the creature is knockback 10 ft/ Ice the wall has an Armor Class of 12 and Hit Points of 20, At level 4 HIt points increase to 40, and at level 8 Increase Hitpoints to 80. In Combat, the creature makes a concentration check of 14. If, failed: decrease the hit points of the wall by half. When Fire or Radiant is dealt. double the damage to the wall.
Envelopment Shield: Range self or 15ft/ Single Target/ Can be cast a Gaunlet, Arm, Broken Shield, Or buckler/ Increase ac by 1. Water: Reduce fire damage by half. Ice: Increase Armor class by 1
Envelopment Armor: Range self or 15ft/ Single Target/ Can be cast on light armor and unarmored creatures, Does not count as armor./ Increase ac by 2. Water: Reduce fire damage by half. But double lighting and cold damage. Bludgeoning attacks have disadvantages when attacking creatures when this armor is cast./ Ice: Reduce Lightning and Slashing damage by half. Instantly melts when damaged by fire that is 30 or more. The creature can not roll to reform the spell if it hit with fire damage/ Can only be used when the Creature reaches Level 5
Burst: Shield: Range 5ft/ Engaged/ For 1 Spell Slot as a reaction, the creature can force one engaged creature to make a Dex or Str saving throw of 10+ casters Wis, Int, Cha modifier. If failed the creature is knocked back 15ft, while a crit fail is 30 ft. Any creature behind the target must make an Str or Dex saving throw of the same amount or take 2d6 force damage on impact and is knocked prone. Armor: Ranged 10ft/ For 1 Spell Slot as a reaction, the creature can force any engaged or non-engaged creature to make a Dex or Str saving throw of 10+ casters Wis, Int, Cha modifier. If failed the creature is knocked back 15ft, while a crit fail is 30 ft. Any creature behind the target must make an Str or Dex saving throw of the same amount or take 2d6 force damage on impact and is knocked prone.
Barrier: Range self 15 ft dome,/ Barrier has the same hit points as the wall spell at the same corresponding levels/ For 1 spell slot the caster can increase the size to 30ft at level 3, 40ft at level 5 50ft, and at level 8 80ft./ Ice: Barrier Armor class is 12, at level 5 it's armor class increases to 14. Once the character reaches level 10 barrier will have an armor class of 16. When dealing with fire damage it works the same as its wall spell counterpart./ Water: Creature trying to cross the wall has to make an Str or athletics check of 10+casters Wis, cha, Int modifier. If failed the creature is knockback 10 ft.
Utility
Creatures using the Utility spell can not create water unless it's from ice and vice versa. How you use this spell is up to your imagination. Note that water can't carry creatures or items. But you can move them Depending on the size. Also, the creature casting this spell gains the ability to move along water and ice without any difficulty. When making platforms creatures without the ability to walk on water will fall through. Platforms made out of ice are considered difficult terrain and have to make a dex or athletics saving throw of 10 to stay balanced. Below is a list of other actions that can be done:
- Stop, slow down, or speed up Waterfalls, Rivers, Waves depending on their sizes and how fast they are going.
- Move Creatures or objects Depending on their size.
- Create water from ice and vice versa
- Make platforms, bridges, etc
- cool down objects or creatures
- Can work as a counterspell but only reduces damage by half if passes a Saving throw of 10+the spell level. Creatures can only use this as a reaction and can pay 1 spell slot to use again if the reaction is used.
All creature casting this spell has to roll to uses these effects during and out of combat. Except for Cooling down objects or creatures and creating water from ice and vice versa. At the end of the day, the dm can decide if certain users are within your chracter's level
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