Casting Time: 1 round
Range: 30 feet
Components: V, S, M (a vial of fresh spring water mixed with seawater)
Duration: concentration, up to 1 minute
Targeting a body of water of at least 4 cu. ft. you form it into an amorphous watery creature that you can direct to move and fight as a water elemental of Challenge 1/2, this watery form is a construct rather than an elemental and in addition to normal water elemental traits gains immunity to psychic damage. If you lose concentration, your watery construct collapses. If there is not enough water in range, the spell fails.
The GM has the creature’s statistics, which are typical Armor Class, hit points, and attacks for a creature of its Challenge level.
At Higher Levels. When you cast this spell using a spell slot of 2nd level the water elementals Challenge increases to 1, at 3rd level this increases to Challenge 2, and at 4th level to Challenge 4. There are no further benefits to using higher spell slots than this. At each level the water required to cast the spell successfully increases by 2 cu. ft.
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.