Conjuration Level 3
STANDARD
Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Instantaneous
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Components. A drop of water.
Spell Variants & Exotic Components – level 3
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Instantaneous
You conjure up a wave of ice and water that crashes down on an area within range. The area can be up to 50 feet long, up to 20 feet wide, and up to 20 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and 2d10 cold damage and is knocked prone. On a success save, a creature takes half as much damage and isn’t knocked prone. The icy water then spreads out across the ground in all directions, extinguishing unprotected flames and making the terrain difficult for 1 minute in its area and within 30 feet of it, and then it vanishes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold and bludgeoning damage increases by 2d10 for each slot level above 3rd.
Components. Fistful of ice from Cania.