## School of Hydromancy
The School of Hydromacy seeks to master spells which involve the manipulation of water. You freeze your foes, boil their blood, or sometimes drain them of it entirely. Hydromancers can easily find vocations from ship captains, but just as easily can help quiet villages thrive by assisting in times of drought. 
#### Hydromancy Savant
Beginning at 2nd level when you choose this school, the gold and time you must spend to copy a hydromancy spell into your spellbook is halved.
#### Changing States
Starting when you choose this school at 2nd level, you learn how to repurpose damage you take from water into your own spells. Whenever you take damage from hydromancy or creatures of water, such as water elementals, you may add an additional die of damage to your next hydromancy spell for every 10 hit points you lose. This effect is cumulative, and this accumulated extra damage disappears after you finish a long rest.
#### The Creeping Frost
Starting at 6th level, whenever you deal cold damage to a creature, that creature's speed is halved until the end of its next turn.
#### Secrets of Water
Beginning at 10th level, you ignore resistance to cold damage.
#### Tide Curse
At 14th level, you have learned how to place a curse in your hydromancy. You can choose for a creature affected by your hydromancy to suffer the Tide Curse for 1 minute. This creature must succeed on a Charisma saving throw against your wizard spell save DC or become vulnerable to cold damage, be unable to regain hit points unless underwater, and be unable to breathe except underwater. Once you use this feature, you must complete a long rest before using it again.

> **N.B.** Whenever the term "hydromancy" is used, it is referring to spells that manipulate some form of water or deal cold damage.