Level
Cantrip
Casting Time
1 Action
Range/Area
20 ft. (1 ft. )
Components
V, S
Duration
Until Dispelled or Triggered 1 Round
School
Necromancy
Attack/Save
Ranged
Damage/Effect
Force

You can create a water ball, which costs one spell slot to cast.
The water ball can remain indefinitely until it hits a target. If it hits, it takes 1d4 Force damage and slows the target by 4 feet,this spell cannot discriminate between friend and foe. your allies can be attacked.
If you cast Deep Soul twice or more, you can command the water balls to merge on their own, or if they collide, they will merge as well. You can create as many balls as you want, equal to the number of spell slots you cast. If it hits a target, it takes damage equal to the number of water balls combined, but slows the target by up to a maximum of 10 feet. There is a special effect for every two balls combined. 
After you cast Deep Soul, if you take a short rest or long rest ,a spell slot does not Recover until take a next rest.

At Higher Levels. This magic will be developed according to the conditions of the story.

Spell Tags: Damage Debuff Movement

Available For: Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Great Old One (Legacy) Warlock (Legacy) - The Fathomless

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