You invoke the power of the sea and command it to part before you, creating a dry path through the water. You must be standing on or in the water to cast this spell. The water parts in a straight line from you in the direction you choose, creating a 10-foot wide, 30-foot deep trench in the seabed that extends out to a range of 60 feet. Any creatures or objects caught in the path of the trench are pushed to the sides, taking 4d6 bludgeoning damage.
The parted waters remain separated for the duration of the spell, allowing you and your allies to cross through the trench without getting wet. The trench can be crossed on foot or by mount, but any vehicles or objects must be carried across by hand. Any creatures that attempt to swim in the trench must make a Strength (Athletics) check with a DC of 15 or be swept away by the powerful currents.
* - (a seashell)
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