Level
1st
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
1 Day
School
Abjuration
Attack/Save
None
Damage/Effect

You touch a creature and it becomes cool and well-hydrated, with moistened skin and lips even in blasting desert heat or parching out on the salty ocean. The target treats hot environments as one step less severe and gains a +2 bonus on Constitution saving throws and Fortitude saves to resist the effects of extreme heat, except against fire-based effects. The target also requires only one-half the normal amount of water to remain healthy, and has advantage on saving throws to avoid becoming exhausted from extreme dehydration.

If the target has a water dependency wherein it begins to suffer harm if it spends more than a limited time out of the water, that duration is doubled while affected by cool strength.

* - (a vial of water)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Hvy_666

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