Level
1st
Casting Time
1 Action
Range/Area
90 ft. (30 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Creation

You manipulate water - either create water, cool it down, melt ice without heating it, or move it if it's cold enough. 

Create Water. You create up to 40 gallons of clean water within range. Alternatively, the water falls as rain in a 40-foot cube within range, extinguishing exposed flames in the area.

Melt Ice. You melt up to 40m^3 of ice or snow within range. It doesn't heat up, instead turning into an explosion of sub-zero water, which you can freely move as in the "manipulate water" component of this spell. 

Cool water. You cool up to 400 gallons of water by up to 10 degrees. 

Manipulate water. You telekinetically control up to 40 gallons of any water below 4 degrees celsius. You can move the water up to 100ft in any direction this turn, and 40ft on subsequent turns as a free action, as long as you maintain concentration. 

It's difficult to use this spell inside sentient creatures - they're generally quite warm. And their souls seem to have a warmth to them too. But you're still learning how to cool the water in their bodies, dealing 2d8 damage and reducing their movement speed by 10ft. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain an additional d8 in damage per level. All other values in this sheet multiply by the level of the spell. For instance, if you cast this spell at 3rd level, you could telekinetically control up to 120 gallons of water below 12 degrees, moving it up to 300ft. 

* - (a drop of your body's water, which cools down to sub-zero temperatures without freezing)

Spell Tags: Creation

Available For: Cleric (Legacy) Druid (Legacy) Paladin (Legacy) - Oath of the Open Sea Warlock (Legacy) - The Fathomless

SpectreDoggo

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