Level
5th
Casting Time
1 Action
Range/Area
120 ft
Components
V, S, M *
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Bludgeoning
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
* - (paper or leaf in the shape of a funnel)
This spell is awesome!
Creating a body of rough water on a battlefield changes so many things about combat: movement, vision, weapon attacks, fire, and issues with breathing that affect spellcasting. Players and DMs will have to keep a cheat sheet to keep track of it all.
Movement
First, this spell is a trap for anyone who lacks a swimming speed (or a flying speed to get above the water), especially if their Strength isn't great.
So, after the spell requires a Strength saving throw to avoid being pulled 10 feet toward the center, being in difficult terrain water means moving 1 foot costs 3 feet of movement. And since a "swirling mass" of water sounds a lot like "rough water," the DM may require an Athletics check to move at all, after which a creature with a walking speed of 30 feet could move all of 10 feet with its movement and another 10 feet with its Dash.
It gets better: if a creature lands in the water, or tries jumping up to get its head above water, it may have an even harder time escaping.
If a creature does fall prone, it moves at half speed until it uses half of its movement to stand up again. Its attack rolls are at disadvantage. On the plus side, attacks against the creature from more than 5 feet away are at disadvantage. (If a character risks getting within 5 feet, that character's attack rolls against the prone creature have advantage.)
Vision
In a combat between two creatures, at least one of whom is caught in swirling water covering the 5-foot cube they inhabit, there's a good chance the creatures are at least sometimes lightly obscured from each other. That disadvantage on Perception checks means it's relatively easy for them to hide from each other, or just attack unseen. The rules on unseen attackers and targets say that attackers have advantage on attack rolls against creatures who can't see them; on the other hand, being unable to see your target imposes disadvantage on your attack.
Weapon Attacks
As if vision didn't create enough issues, it's a lot harder to hit things through the water with most weapons.
Fire, and Vulnerabilities to Water
The previous link also mentions, "Creatures and objects that are fully immersed in water have resistance to fire damage." Naturally, all this swirling water would also put out any existing fires (and prevent things like Fireball from lighting objects on fire). Between that and the usual cloudiness of swirling water, the level of light in the area could be dimmed, with consequences for combat.
Naturally, being immersed in water is the worst news for a fire elemental or fire elemental myrmidon, who take damage from just being exposed to water. A 5-foot cube of water contains 935 gallons, more than enough for instant death.
There's a strong argument that this water counts as "running water" for the purposes of ruining a vampire: dealing 20 acid damage every time it ends its turn in the water, and preventing the vampire from using its shapechanging, misty escape, and regeneration abilities.
Breathing and Spellcasting
Most water spells aren't persistent enough to create an issue with breathing, but Maelstrom is. Creatures who can't hold their breath can get into big trouble quickly by suffocating.
Almost any combat is over before 42 seconds (7 rounds) have passed, but if a creature in the swirling water doesn't hold its breath and has a CON modifier of +1 or lower, like most humanoid mages, it could be knocked out in two turns. And being unconscious in a Maelstrom is extremely punishing, because unconscious creatures automatically fail Strength saving throws (so at the start of their turn they take the 6d6 bludgeoning damage from this spell and automatically suffer a failed death saving throw, and get pulled toward the center of the water so they're harder to extract) and can't be stabilized or healed there.
What could cause a creature to stop holding its breath?
To make matters worse for spellcasters, concentrating on a spell is difficult in the swirling water. Not only does the damage force concentration saves, but there's every reason to believe that just being tossed about in a whirlpool would force another concentration save:
Summary
This spell could be terribly hard to escape, and especially dangerous against spellcasters and ranged attackers. A DM could use this to seriously threaten players with low Strength and Constitution. A mid-level druid with a couple of sprite allies could be an unexpected deadly threat.
With the right ally, a downright cruel combination of spells would be Maelstrom and Sickening Radiance.
Good news! Maelstrom is a 5th-level spell, so you unlock it at 9th level.
I want to put a constant version with a portal to the elemental plane of water at the center. This could create a good way to get characters to the plane of water, if they explore aquatic ruins,cor go through a cult of elemental evil.
Just want to clarify for anyone reading this that there's no reason why this spell by itself would cause movement to cost any more than 2 feet per 1 foot traveled. The spell makes the area difficult terrain which means it takes 2 ft of movement per 1 ft traveled. The fact that it mentions water in the description doesn't mean that it costs an extra foot of movement on top of the difficult terrain created by the spell. Presumably the area of the spell is difficult terrain because of the swirling water but the spell doesn't specifically link the difficult terrain to the watery conditions. That doesn't mean we should apply extra movement restrictions based on movement in water since the spell does only what it says it does. Instead, it means that even creatures with swimming speeds will treat the area as difficult terrain so DMs don't have to worry about differentiating walking v swimming speeds when applying the spell.
The spell can still be used to reliably lock down movement though, particularly in combination with spells like plant growth, transmute rock to mud, or any spell that reduces movement speeds. Plant growth + maelstrom + failed strength saves = creatures are stuck in the aoe (so long as their movement is 30 or below and they don't have a fly speed). Add in any spell/ability that reduces creature speed by at least 10ft and creatures will be immobilized within the maelstrom even if they don't fail the save.
I love this spell so much! I just wish it had greater distribution across the other spellcasting classes.
There is a reason: "Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re [...] swimming[.]" If you're a Medium or smaller creature in 5-foot-deep water that's swirling so hard it's bludgeoning you for 6d6 damage, you're probably swimming. And the spell says this water-filled area is difficult terrain.
I wanna make this then shape shift into a water animal
wait this will affect the caster nvm
Just cast this spell in underwater campaign. Underwater casting doesn't seem as powerful. 30' radius is nice, but is it correct enemies can simply swim 5'+ up and escape the whirling maelstrom?
Technically, yes, I guess it could be interpreted that way, but that’s not very fair to you, and is a shitty call to make IMO. You should be getting your money’s worth on a 5th level spell, and it seems kinda lame to rule that it has no effect on the 3rd dimension underwater and everything can escape it within the first turn of the spell’s effect.
WOW!!!!!!!!!!!!!!!!!!