Level
2nd
Casting Time
1 Action
Range/Area
50 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Restrained
You create a powerful undertow in a 20-foot cube centered on a point you can see. Any creature swimming in the area must make a successful Strength saving throw or be pulled underwater and restrained. A creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC; it breaks free from the restraint if the check succeeds, but it becomes restrained again if it’s still in the undertow at the end of its turn.
Comments