With the power of the dark waters, You summon three ancient water spirits that take the form of helpful beasts that appears in unoccupied spaces that you can see within range.
Each beast is considered a fey spirit but it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. You must roll initiative for the summoned creatures as a group, which has its own turns. They'll obey any verbal commands that you issue to them (no action required by you) and if you don't issue any commands to them, they defend themselves from hostile creatures. If attacking, Roll 3d6. Otherwise the creatures take no actions.
At Higher Levels. When you cast this spell using certain higher-level spell slots, The number of spirits increase. For example: If you cast the spell with a 7th spell slot, You gain two additional aquatic creatures.
* - (A large jug filled with 20lbs of water)Previous Versions
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2/28/2020 6:54:56 AM
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