You conjure a water clone of yourself behind you. You then gain 30 ft of movement towards a reachable location of your choosing. For this movement, the clone follows you and leaves behind icy difficult terrain that lasts for 3 turns. This movement ignores difficult terrain.
Any target that is in contact with the water clone must roll a Dexterity Saving Throw. If the target fails the saving throw, they take 3d6 cold damage and are unable to react to an Opportunity of Attack against the caster. Otherwise, the target takes half damage.
At the end of the spell's movement, the clone lingers for a moment. At that point, you can physically interact with the clone, allowing you to even stand on the clone for that period.
At Higher Levels: The spell's movement is increased by 10ft per level, up to a total maximum of 60 ft movement. Furthermore, the spell's damage is increased by 1d6 per level.
Previous Versions
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10/27/2024 5:51:45 PM
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4
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1
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1.0
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Coming Soon
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