You call upon the vast, ancient power of the deep oceans to unleash a wave of water that crashes into enemies or washes over your allies. Choose one of the following effects when you cast the spell:
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Buffing Allies: A burst of invigorating water surges around a number of creatures you can see within 30 feet of you. Each creature regains hit points equal to 2d6 + your spellcasting modifier. Additionally, until the spell ends, these creatures gain temporary hit points equal to your spellcasting modifier at the start of each of their turns.
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Damaging Enemies: A violent wave of water crashes over your enemies in a 20-foot radius centered on a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
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At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the healing and damage increase as follows:
- For each slot level above 5th, the healing increases by 1d6 (for buffing allies).
- For each slot level above 5th, the damage increases by 1d6 (for damaging enemies).
- The radius of the damaging effect also increases by 5 feet for each slot level above 5th, up to a maximum radius of 40 feet.
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Effect on Save:
- Damage: On a failed save, the creature takes full damage and is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.
- Healing: The healed creatures gain the benefits of the healing and temporary hit points, with no saving throw required.
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