Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Abjuration
Attack/Save
CON Save
Damage/Effect
Cold

Using your gun to freeze the ground you may move double you speed in any direction including the air (although not through another creatures space), when casting this spell you may also use your action to dash to double the distance further. The spaces you move through become difficult terrain for any creature not accustomed to stepping on ice. Any ally of your choice who you move within 5ft of heals 2d8 + your spellcasting ability score, while any enemies of your choice who you come within 5ft of must make a Constitution saving throw or take 2d8 cold damage and fall prone, half as much on a success. Each ally or enemies may only benefit from this once per turn. You can end this spell early by crashing into an enemy target (must have at least 5ft of movement left), if you choose to do so roll a spell attack against them, on hit do 2d8 damage on top of they would have taken from being within 5ft of the spell. 

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 2. Damage does not change

* - (The Artillerist Artificer's Arcane firearm )

Spell Tags: Healing

Available For: Artificer (Legacy)

Bb72

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