You focus on the elements around you and draw the water out from the surrounding air or a nearby water source if available. It coalesces into a 15ft Diameter Sphere centered on a point you choose within range, that you can see.
Any medium sized or smaller creatures in the area when the Sphere forms must make a STR Saving Throw equal to your Spell Save DC or be suspended in the Sphere's water and take (2d8)+SM Bludgeoning damage and (1d8) Cold damage on a Failed Save and is Restrained and must hold its breath or begin to drown, or Half damage on a Successful Save and is not Restrained in the Sphere but lands prone in an Unoccupied adjacent space.
A Restrained creature may make a STR Saving Throw at the start of each of its turns to attempt to escape the Sphere equal to your Spell Save DC. Targets within the Sphere become Vulnerable to Cold and Lightning damage. At the start of each of your turns you may use your Action to move the Sphere, vertically or horizontally, up to 60ft. Yet not more than 60ft away from you or the spell will fail. Targets within the sphere move with it. You can ram the Sphere into creatures, forcing them to make the STR Saving Throw. The sphere can Restrain as many as 4 Medium or 6 Small creatures. If the sphere Restrains a creature that causes it to exceed this capacity, a random creature that was already within the Sphere falls out of it and lands Prone in a space within 5 feet of it. When the spell ends, the Sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature Restrained by the Sphere are knocked Prone in the space where it falls. The water then vanishes.
SM=Spellcasting Modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by (1d8) Bludgeoning and (1d8) Cold and lasts for 1 Round more for each slot level above 3rd, up to 1 Minute.
* - (A pinch of salt and a small sea shell.)
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