Level
7th
Casting Time
1 Action
Range/Area
500 ft. (100 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Necrotic (...)

Upon casting, you gain unparalleled control over a vast expanse of water.

  1. Halt and Solidify: You target a body of water within range, causing up to a 100-foot cube of it to halt and solidify. The water becomes firm, resembling clear crystal, able to support weight and structures. Creatures inside the affected water when the spell is cast must make a Strength saving throw or be restrained. They can attempt another Strength check on their turn, ending the restrained condition on a success.

  2. Water Extraction: Every creature within or touching the halted water must make a Constitution saving throw. On a failure, they take 4d10 necrotic damage as moisture is drawn from their bodies, or half as much on a successful save. Creatures mainly composed of water, like water elementals, are considered vulnerable to this type of damage regardless of their resistances and vulnerabilities.

  3. Air Pocker: You can manipulate the solidified water to create pockets of breathable air. When casting the spell or as an action on subsequent rounds, you can form or move up to three 10-foot-radius spheres where water is expelled, providing a safe haven for drowning individuals or enabling underwater activities without the need for aquatic adaptations. These air pockets persist for as long as you maintain concentration on the spell. If an air pocket is formed around a creature, if they are friendly, they are pushed gently to the edge of the sphere, unless they choose to remain inside. If they are aggressive towards you, they must make a Constitution saving throw. On a failure, they are expelled with force, taking 3d8 bludgeoning damage from the water pressure and are pushed 20 feet away from the center of the air pocket. On a successful save, they take half damage and are pushed to the edge of the bubble, remaining inside of it.

  4. Tidal Wave Release: When you end the spell or if your concentration is broken, you can opt to release the halted water in the form of a powerful tidal wave. It floods the nearby area, and creatures in its path must make a Strength saving throw. On a failure, they take 6d10 bludgeoning damage and are knocked prone; they take half damage and aren't knocked prone on a success.

When the spell concludes, the water returns to its liquid state, retaining any changes in course or location due to the caster's manipulations.

* - (a piece of sponge and a drop of wax)

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - War Domain (Legacy) Cleric (Legacy) - Arcana Domain Cleric (Legacy) - Grave Domain (Legacy) Bard (Legacy) - College of Creation

ElementalBeacon

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