When you cast this spell, you conjure five orbs of water that hover around you. As part of the action used to cast the spell or as an action on a subsequent turn, you can direct the orbs to slam into enemies, with each orb becoming a projectile. You can send them all at one target or several, shaping them as you choose. You may send as many orbs as you wish per action, or hold on to one to shoot later, however every shot is an action, and any unfired watery orbs will fall to the ground after 1 minute.
Each globe deals 2d10 damage, and you can combine them to form larger projectiles for greater damage, up to a maximum of 8d10 with one large projectile. When you shape the projectile, choose bludgeoning, piercing, or slashing damage – the water mimics the chosen form with magical precision. A projectile can extinguish fires in a 5-foot cube where it hits.
If a target is struck by two or more of the orbs (either stuck together or as separate projectiles), they must succeed on a Strength saving throw or be knocked prone as the force of the water slams into them. Additionally, targets knocked prone are soaked by the water, which hampers their movements by soaking their garments and gear. This reduces their speed by 10 feet until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon an extra orb of water for each slot level above 5th.
* - (a drop of water and a sliver of ice)
Comments