You conjure a thrashing wyrm of frothing water that moves with you, wielding it like an extension of your fist. When you conjure the wyrm and as a bonus action on subsequent turns you can cause one of the following effects with it.
Ice Fang. The wyrm grows frozen fangs; jagged icicles it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.
Engulf. The wyrm leaves your side, surging toward a creature within 40 feet of you and attempting to engulf it in a turbulent torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only water wyrm spell option you can use is ice fang and it must target the restrained creature. A creature can use its action to make a Strength check against your save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.
Weird Water. The wyrm assumes a defensive formation around you until the start of your next turn. For the duration, ranged attacks that hit you have their damage reduced by 1d6 plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the ice fang option and the damage reduction of the weird water option increases by 1d6 for each slot level above 3rd.
* - (a dried tadpole)
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