Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V
Duration
2 Rounds
School
Enchantment
Attack/Save
None
Damage/Effect
Upon casting Water Enchantment the character immediately takes 25 damage and must roll 1D20. If it is a crit, the damage taken by the character is doubled. The character will be able to use all currently equipped spells levels 1-3 as cantrips at disadvantage. If advantage is given to the character it is reflected back to the caster as disadvantage automatically and the caster will receive 2d4 psychic damage.
While active, all incoming heals are halved.
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