You summon a surging mass of water into existence at a point on the ground within range. The mass of water fills a 5 foot radius and rises to waist height. This area is difficult terrain for any creature without a swimming speed.
For the duration of the spell, you can move the water up to 30 feet along a surface in any direction. The first time a creature enters the water's area and at the beginning of it's turn if it remains in the radius, they must make a Strength saving throw. On a failed save, they take 1d6 bludgeoning damage and are knocked over in the water, as if having the prone condition. On a successful save, they take half damage and are not knocked prone. A creature automatically fails this saving throw if they are already prone.
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