Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Cold
A wave of healing waters cleanses the wounds of a target within range. The creature is healed for 1D10. Mechanical creatures are not healed, but suffer the healing done as Cold damage. The creature must make a CON saving throw. On a successful saving throw, the creature suffers only half damage. Armour and other metallic objects do not suffer from the magical water.
At Higher Levels: Increases the dice by 1D10 per spell slot above 1st – level.
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