You hold out the source of water and it expands rapidly into a geyser of water 10ft in diameter and 60ft long. Each creature within the geyser must make a dexterity saving throw or be caught in the current. All creatures held in the current are restrained, and must make a strength saving throw each turn to escape the geyser. If they fail, they get pushed back 15ft in the geyser, and if they reach the end they are launched an additional 15ft and take 3d6+2 bludgeoning damage when they hit the ground, in addition to any fall damage. They can't take an action when they escape the geyser by reaching the end. This geyser lasts for up to a minute as long as you maintain concentration unless you have the Decanter of Endless Water in which case you don't need to maintain concentration. After the geyser ends, the ground where the remaining water lands becomes Difficult Terrain.
At Higher Charecter Levels. When you cast this spell while at 5th level, any allies that touch the water heal 1d6 hp per round at the start of their turns. This effect increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level.
At Higher Spell Levels. When you cast this spell using a 5th level spell slot, the range increases to 80ft and the damage increases to 4d6+2. When using a 7th level spell slot, the range increases to 100ft aand the damage increases to 5d6+2.
* - (A source of water)
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4/8/2024 5:48:59 PM
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