(frat boy sunglasses ) You summon a magical surfboard that my friend Zayne made (you have to return it at the end of the spell or else you pay for it). You can mount the surfboard as part of the bonus action you use to cast this spell. The board has a speed of 40 feet on land and a speed of 60 feet on water, and acts as a mount leaving your hands free. The board can also make an attack as an action, using your spellcasting ability modifier as its attack stat, dealing 1d10 slashing damage on a hit.
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.
At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above the 3rd.
You cause the ground in a 20-foot radius centered on a point you can see to turn to quicksand for the duration of the spell. A creature moving through or out of the area must spend 4 feet of movement for every 1 foot it moves. A creature that ends their turn must make a Strength saving throw. On failure, they fall prone.
You make yourself appear as an imposing authority figure over others. When you cast this spell, your clothes and equipment appear to be traditional island garb. For the duration of this spell, you have advantage on Charisma (Intimidation) checks and summon an illusory harpoon. This harpoon uses your spellcasting ability modifier, deals 1d6 psychic damage on a hit, has the thrown (20/60) and versatile (1d10) properties, and is unable to affect and creatures who cannot see or have an Intelligence score of 4 or below.
This is a spell my friend Marina made to get ready in the morning. You apply a skincare routine that makes your skin appear to be flawless and glowing. Anyone who looks in your direction is magically compelled to try and figure out what your routine is.
At Higher Levels. IDK, it lasts for another 8 hours per spell slot. IDK why you would burn a 3rd level or even 2nd level slot on this spell.
You hit a sick shred on your surfboard, summoning a quick whirlpool of water around you. Every creature within range must make a Dexterity saving throw. On a failure, they take 2d10 bludgeoning damage and are pushed 5 feet directly away from you. On a success, a creature takes half as much damage and keeps their footing.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d10 , the radius increases by 5 feet, and affected creatures are pushed back another 5 feet for each level above the 1st.
You cause a twisting structure of coral to erupt from the ground, enclosing one creature you see within range. The creature must make a Dexterity saving throw. On a failure, the target takes 3d8
slashing damage and is restrained, on a success, the target takes half as much damage and is not restrained.
At the start of its turn, a restrained creature can use its action to make a Strength (Athletics) check against your spell save DC, ending the condition. On a failure, the target takes 2d8 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage and damage on subsequent turns increases by 1d8 for each spell slot above the 3rd.
You condense wind into a razor sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional line of effect. A creature in the area of more than one slash is affected only once.
You unleash a spout of water that blasts out in a line 60-foot-long and 5 foot-wide-line. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each level about 3rd.
You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.
For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during your turn, they must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.
You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.
At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
A wave of water sweeps out from you. Each creature in a 20-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage 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 a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.
At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting ability modifier piercing damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).