Level
Cantrip
Casting Time
1 Action
Ritual
Range/Area
10 ft.
Components
None
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Pulling a weapon made of water from the air, you slash a 180 arc in front of you, passing through any living creature. The creatures must succeed a DC17 Dex saving throw or take 4d6 slashing damage, or half on a save. You absorb the water ripped from their blood and heal for half the damage done to the target. You may choose what creatures are not affected by this attack.
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Posted Dec 22, 2019I would like everyone to know that this is not really meant to be used as a spell. I know that it is very powerful. I am running an game with only 2 players in a dangerous and one of them is a water genasi. This is used as a form of 'legendary action' with a recharge mechanic, and does less damage than his normal attacks, making it a trade off of damage in an aoe and and health, vs his normal higher single target damage. I labeled it as a cantrip just to make it easier for me to remember and sort.
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Posted Jan 12, 2024I'm certain the only reason this is downvoted is because you listed it as a cantrip, because this is really well made. All I think would need to be changed to make into a great spell is make it a 2nd level spell and change the fixed DC 17 to be their spell save dc, and, using it for the purpose you did, both differences are understandable.
Great Job!
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Posted Feb 24, 2026Agreed, this as a second level spell would be so cool for Eldritch knights and blade singers. Or just anyone in general
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Posted Jul 16, 2026I agree: this spell is actually very interesting if elevated from a cantrip to a spell. But I would make it a 3rd level spell. My reasoning is this: dealing 4d6 and receiving half as much for self healing (roughly 2d6) would have a general impact in combat similar to the 2nd level spell Scorching Ray: a 6d6 total damage offensive spell. The difference, naturally, would be that instead of 6d6 of inflicted damage, this Absorb would cause 4d6 and cure 2d6, maintaining a similar balance between these two spells. And specially because the caster cannot quite control to whom the healing is being channelled to. Now, the point here is that Absorb has an area of effect. The caster could take full advantage of it (and should!), hitting 2 or more creatures. So, in this circumstance, it is no longer a 4d6 damage and 2d6 heal, but a 8d6 and 4d6, a 12d6 and 6d6... and so forth. Yes, it would make it a 'low tier' 3rd level spell, but because of its area of attack, it would be too strong to be classified as a 2nd level spell, as it could easily surpass the highest damaging spell of the category, Scorching Ray.
I'm just wondering, though, why is this combat-driven spell is also a ritual spell? Did you though of a particular ritual aplication to it, Rayburn?
And I make your words mine, Prime, Rayburn made a nice job.