Level
2nd
Casting Time
1 Action
Range/Area
30 ft. (20 ft. *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Control

You conjure a small sphere of arcane water  that can be shared between creatures for various effects.

When you cast this spell, you may send the water to a willing creature in range, or keep it with you.

When the sphere is in a creature's possession:

           The arcane water  takes on 1 of 5 forms (Creature's choice):

                      1) Matrix. The water wraps itself around the possessor in a thin covering, granting them +1 to their AC and resistance to fire damage.

                      2) Sharpen. The water attaches itself to the blade of a melee weapon the possessor is wielding. When it rolls to attack or damage, it may add the caster's spellcasting ability modifier. The weapon's damage is considered magical for the purpose of overcoming resistances and immunities.

                      3) Bandage. The magical properties of the water run through wounds and cuts, healing the possessor for 1d6 + the caster's spellcasting ability modifier at the start of each of the possessor's turns.

                      4) Vortex. The water creates a whirlpool around the possessor. At the start of each of the possessor's turns, all creatures within 15ft make a Constitution saving throw (DC 10 + the caster's spellcasting ability modifier), and on a failed save, are pulled 10ft towards the possessor. If a creature succeeds, the vortex has no effect on them.

                      5) Geyser. The water builds up pressure under creatures near its possessor. At then end of a creature's turn, if it is within 5ft of the possessor, they make a Dexterity Saving throw, and on a failed save, they take 2d6 + the caster's spellcasting ability modifier, or half as much on a successful one.

         The possessor may use a bonus action or reaction to:

                    1) Alter the form of the water on itself.

                    2) Send it to a willing creature within range.

If the creature with possession of the water is incapacitated, the sphere will attempt to return to the caster, but if out of range (30ft), will dissipate.

The spell ends immediately if the caster is incapacitated or concentration is broken.

A creature may only possess one sphere of arcane water at a time.

 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the water may take on 1 additional form at a time per level.

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2023 12:28:03 AM
16
8
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Coming Soon

Spell Tags: Control

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

TeoDaGreat

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