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Water Bullet

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You create a compressed beat of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 cold damage and 1d4 piercing damage.

This spell's cold damage increases by 1d6 and piercing damage increases by 1d4 when you reach 5th level (2d6 + 2d4), 11th level (3d6 + 3d4), and 17th level (4d6 + 4d4).

Crashing Wave

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is an open source of water of at least 5 cubic feet within 5 feet of you when you cast this spell, you can displace that water, increasing the range of the spell to a 20-foot cone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Blazing Armor

  • casting time 1 action
  • range self

  • components V, S, M
  • duration 8 hours

a piece of cured leather

A protective magical flame surrounds you until the spell ends. Your base AC becomes 13 + its Dexterity modifier and you shedbright light in a 20-foot radius and dim light for an additional 20 feet.. The spell ends if the target dons armor or if you dismiss the spell as an action.

Additionally, as a bonus action you can temporarily dismiss the armor or reignite it if its dismissed.

Arcane Abjuration

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