Level
6th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

Using your knowledge of budding science and the weave, you utilize the connection between states of matter to alter your surroundings. 
You may choose to do either of the following: 

Either you alter the state of any material capable of doing so in the vicinity, into a liquid, solid or gas from its a previous state. E.G., Freezing water around you for 30 feet. as an Action.

Alternatively, you may condense this material from 30 feet around you into a large-sized ball of liquid or gas and then on your turn, use a bonus action or an action to have it move up to 60 feet and take one of the following actions, depending on the action.

Change state: Use a bonus action to change the state of the material, some of the other actions require a specific state to preform.

Crush: Use an action to bash the opponent with a solidified sphere. The foe takes 8d10  bludgeoning damage and 3d4 additional cold or fire damage if applicable, depending on the material. They make a Dex save, and take full damage and fall prone on a fail, and half damage, without falling prone on a success. (requires solid) 

Engulf: Use an action to cover a creature in a liquid or gaseous sphere. This creature begins to take 10d10 damage based on the liquid or gas that is engulfing them. (Acid, Cold, Fire, Bludgeoning, etc) They must then make a strength save or be swept off of their feet, allowing you to keep them inside the orb, to continue using the engulf action on them, and move them with the orb. Additionally, the poisoned condition may be applied if applicable.

Disperse: You release the gas or liquid from your grip temporarily, allowing it to surge in a 20 ft radius. All creatures within this radius must make a Strength or Constitution saving throw. depending on if it is Liquid or Gas. If liquid, then strength, they take 6d4 bludgeoning damage, 6d4 additional depending on the type of liquid, and fall prone on a fail. They take half and remain upright on a pass.  If Gas, then they make a con save, and on a fail take 8d4 damage based on the gas, and inhale it. Taking additional 4d4 damage. 
Note, this gas is Not Breathable.

Fill: You can drop the solid material, gas, or liquid into any appropriate depository neatly and without a spill, by magic. However, if the container isn't large enough it will only siphon off the amount that would fit inside, and you would require an additional number of containers for the rest.

* - (A source of liquid or something that can become liquid (Clouds, Ice, etc))

Available For: Wizard (Legacy) Cleric (Legacy) - Knowledge Domain (Legacy)

AzureAurora

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