Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Exhaustion

You either create or destroy water in living creatures.

This spell counts as necromancy spell if you destroy water and counts as transmutation if you create water.

Create Water. You expand all liquids in a creature. Make a ranged spell attack and if the attack hits the creature takes 6d6 force damage as the water inside the body erupts out of them.  The next attack the creature makes is with disadvantage. Water elementals are immune to this attack.

Destroy Water. You destroy the water inside a creature as you touch it. Make a melee spell attack against the target and if you hit the target takes 6d6 necrotic damage and must make a constitution saving throw or suffer a point of exhaustion. The affected creature must have blood or other liquids inside of them for the spell to take effect. Water elementals or plants take twice the amount of damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

* - (a drop of water if creating water or a few grains of sand if destroying it)

Spell Tags: Creation

Available For: Cleric (Legacy) Druid (Legacy) Wizard (Legacy) Warlock (Legacy) - The Undying

SunkenSunking

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