Water Tempo (5e Spell)

water within the area is at the user's disposal it can be moved in any way as long as within the range of the user, it can be turned into ice or steam as well. water within the area is at the user's disposal it can be moved in any way as long as within the range of the user, it can be turned into ice or steam as well. The water is an extension of the user and can be used to attack or defend, depending on how it is used. while moving and changing the form of the water is the cantrip spell slots can be used to use certain abilities. 1 spell slot for each and the level of the spell changes the range and damage glacier(first level) range (100-foot cone, 15 foot wide)

2d6+spell mod on a failed save and half as much on a successful. damage increases by 1d6 per spell lot above the first and the width increases by 5 per spell slot level. Creatures hit must make a dc 15 strength check or be stuck in the ice for their turn, unless using a fire spell of some sort to melt themselves out.

{water tempo}}

[[5e Spells|]] cantrip

wave (first level) range (30-foot circle around the caster, or the target range 120-feet) 1d6+ spell mod Dc 16 dex check & Dc 15 strength chek, on a failed save get pushed back the 30 feet, when you fail one you only get pushed back half as much. Every slot above the first ads 15 more feet and an extra d6 of damage.

frozen crystal (2nd level) range (30 foot on self) Water wraps and freezes around user and those within the range. acts as armor or air bubble if underwater the armor has an ac of 20 and hp of 1d8 per spell slot starting with 2d8+spell mod. Fire has advantage to hit.For every spell slot expended after it gains an extra d8 of hit points

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