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Dewey's Aquatic Grasp

  • casting time 1 action
  • range 30ft

  • components V, S, M
  • duration Concentration, up to 1 minute

a miniature hand sculpted from clay

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium tentacle formed from water rises from a water puddle and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the tentacle to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the tentacle to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Wizard 2nd Level Transmutation

Dewey's Binding Ice

  • casting time 1 Action
  • range Self (30ft cone)

  • components S, M
  • duration Instantaneous

a vial of meltwater

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

Wizard 2nd Level Evocation

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