You summon and hurl a spear of condensed, high-pressure water that flies forward in a straight line, piercing through anything in its path. The Tidepiercer spear forms instantly in your hand, shimmering with spectral blue light, and travels in a 5-foot wide line up to 60 feet in length. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage as the spear of water slashes through them with cutting force. On a successful save, the creature takes half damage.
The spear is considered magical for the purpose of overcoming resistances and can penetrate barriers of non-magical water without resistance, making it highly effective in aquatic environments. The water rapidly dissipates after striking, leaving no trace but its damage.
How It Works and Mechanics:
- Area of Effect: The spell creates a 5-foot-wide, 60-foot-long line of water, dealing damage to all creatures in its path.
- Dexterity Save: Creatures in the area must make a Dexterity saving throw. On a failed save, they take 3d8 piercing damage. On a successful save, they take half damage.
- Magical Damage: The spear is considered magical, overcoming resistances to non-magical attacks.
- Aquatic Synergy: The spear travels effortlessly through water, making it especially effective when cast underwater, where it ignores water resistance completely.
- Environmental Impact: If the spear hits a surface like sand or soft earth, it leaves a brief but visible indentation, while passing through harder materials like stone or metal causes no lasting effect.
- Unique Property: The spell can pass through non-magical water barriers without losing momentum or range.
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