You hurl a mote of water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage, and becomes wet for 3 turns.
A wet creature or object is immune to burning and resistant to fire damage, but vulnerable to lightning and cold damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You cover a willing creature in soothing waters, healing their wounds over time. While this effect is on a target they have resistance to fire damage and each time the target starts their turn they heal 1 hit point.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, healing increases by 1 hit point for each slot level above 1st.
You emit a large flow of water from your hands slamming into enemies and pushing them back 10 feet and forcing them to make a strength saving throw. If the target fails the save they are pushed back an additional 20 feet. If the targets collides into a structure they take 2d10 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, push back increases by 5 feet, and damage increases by 1d10 for each slot level above 1st.
You create a whip made of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw.
On a failed save, the creature takes 3d10 bludgeoning damage and you can either knock it prone of pull it up to 25 feet closer to you.
On a successful save the creature takes half damage and isn’t pulled or knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, damage increases by 1d10 for each slot level above 2nd.
Your body becomes one with the element of water, you gain the various benefits:
- The water surrounding your body grants you resistance to fire and bludgeoning damage.
- You gain a swimming speed of 60ft and the ability to breath underwater.
- You can cast all spells involving water at 5th level or lower as a bonus action using the water forming all over you body as fuel.
You cover the area in a 15ft radius centered around you in a magical oasis of life giving water. At the start of their turn creatures within spring heal for 1d8+ your spellcasting modifier.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, healing increases by 1d8 for each slot level above 5th.