Level
1st
Casting Time
1 Action
Range/Area
Self
()
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Cold
You create a pounding pulse of water from your palm,
stretched outward towards your enemies. Each creature in a
30 foot long, 5 foot wide line centered on you must make a
dexterity saving throw. Each creature that fails the save takes
2d6 cold damage and is completely doused in water. This
water extinguishes any non-magical flames affecting the
creature or that they are carrying. A creature that succeeds on
its saving throw takes half damage and is not covered in water
At Higher Levels When you use a spell slot of 2nd level or
higher to cast this spell, it does 1d6 additional damage per
spell slot used above 1st.
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