Water begins to surround you starting from the floor in a 2 foot radius. The water takes on the form of a clam with you in the middle of it. In its initial casting it must always start in clam shell state. You can expend a bonus action to change its state.
Clam Shell: The water surrounds you in the shape of a clam, giving you +3 AC.
Water Box: The water rises around you with arms raised taking on the form of an octopus. With each attack you have within 5 ft you add 1d6 and automatically opportunity attacks if an enemy leaves its range.
Water Tag: The water chases after a creature within 60 ft and takes the form of chains. The target must succeed on a strength saving throw DC (16) or become grappled and restrained by the chains. The target can roll to escape at the beginning of each of its turns. When the target overpowers the water, the water dissipates ending the spell.
* - (At least a canteen of water.)Previous Versions
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3/18/2025 4:50:47 AM
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Coming Soon
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