You conjure tides from the elemental plane of water. You can hurt and heal with increasing intensity as the surging waters gain strength.
When you conjure the water, you can target an ally or enemy that you can see. The targeted creature must make a dexterity save, which it can choose to fail. On a fail, an allied creature heals 1d6 plus your spellcasting modifier hit points, an enemy creature takes 1d6 plus spellcasting modifier cold damage. On a success, only half the amount rolled is healed, or dealt as damage. On subsequent turns the value increases by 1d6 and you can target another creature, you cannot target the same creature twice in a row.
If you loose concentration any other way than dropping concentration manually, the water explodes and creatures in a 20 foot radius centered on the current target of the spell must make a dexterity saving throw or take cold damage equal to the spells current d6 value.
When cast at higher levels, increase the dice by 1d6 per spell level above 2nd. For example, at 3rd level, the initial cast would be 2d6 plus spellcasting modifier with a 1d6 increase the following turn, for 3d6 plus spellcasting modifier
Previous Versions
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12/10/2023 1:45:50 AM
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