You conjure a massive sphere of water within a point of 90 feet. The sphere is 10 feet wide. All creatures inside must make a Dexterity saving throw of be encapsulated by the sphere of water. The sphere can hold up to 3 medium creatures, 2 large or one huge. Those who fail are dealt 3d6 bludgeoning damage, and continue to take damage on the start of their turn. Creatures that require air begin drowning. A trapped creature can make a strength check, against the caster's spell ability modifier with disadvantage to escape. Additionally an outside creature may make a strength check to pull a trapped creature out.
A creature attempting to pull a creature out, must also make a strength check against the caster's spell ability modifier or get sucked into the sphere if their is enough room.
At the start of each turn, the caster can move the sphere up to 20 feet in a direction of their choosing horizontal or vertical.
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