Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Cold

5-foot-diameter spheres of water appear equal to the level of the spell slot cast in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Optionally, the caster can allow the target to regain 4d8 + 15 hit points instead for the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

The sphere bursts into a soothing mist soaking objects not being worn or carried, and it sheds azul light in a 20-foot radius and dim aura for an additional 20 feet.

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

* - (a bit of tallow, a pinch of turquiose, dusting of powdered iron and holy water)

Spell Tags: Healing Damage

Available For: Druid (Legacy) Wizard (Legacy) Cleric (Legacy) - Light Domain (Legacy) Warlock (Legacy) - The Celestial (Legacy)

idai

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