A 5 ft. cylinder of solid water encloses a creature of medium size or smaller within range. An unwilling creature must make a Strength saving throw against your spell save DC. On a failed save, the creature is enclosed for the duration.
A creature inside or adjacent to the cylinder can make a Strength check to break it, the DC is your spell save DC+10. The DC decreases by 5 at the start of each turn you're concentrating on this spell.
Nothing physical can pass through the water cylinder and spells do so with difficulty. A creature inside has resistance to all damage from spells cast through the water.
A create or destroy water spell targeting the cylinder either decreases or increases the DC by 5, chosen by the caster.
At higher levels. Casting this spell at higher levels add another 5 to the DC to break the cylinder for each spell level above 2nd.
* - (A gallon of water)
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