You magically blur the boundary between the planes, filling a 100-foot cube within range with water from the elemental plane of water that bends to your will, engulfing creatures and objects within. A creature that is only partially within the cube when the spell is cast can avoid being engulfed with a successful Dexterity saving throw, pushing it to an unoccupied space adjacent to the cube.
Tumultuous currents and eddies cause the water to act as magical difficult terrain for creatures of your choice within the cube. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects inside the cube:
- Creatures of your choice must make a Constitution saving throw, suffering 2d8 cold damage on a failed save or half as much on a successful one.
- Creatures of your choice must succeed on a Strength saving throw or be pushed up to 15 feet to an unoccupied space of your choice.
There is a 5% chance when you cast this spell, and each time you use either of its effects, that a water weird appears in a random space within the cube. It takes its initiative immediately after you, is hostile to all creatures within the cube, and is immune to the effects of this spell. Only one water weird can be summoned in this way at a time.
When the spell ends, the water (as well as any creatures summoned by this spell) vanishes as it returns to the elemental plane of water, causing any creature that was suspended above the ground when the spell ends to fall.
* - (a phial made of kunzite or pink tourmaline worth 250gp that contains water from the elemental plane of water, which the spell consumes)
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