You choose an area of ice or water that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Ice to Water. Nonmagical Ice of any sort in the area becomes an equal volume of flowing Water that remains for the spell’s duration.
If you cast the spell on a ceiling, the Water falls. Any creature under the water when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Water to Ice. Nonmagical Water in the area transforms into ice for the spthat fits a 40-foot cube that remains the until the spell’s duration. Any creature in the Ice when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to an unoccupied space. On a failed save, a creature becomes restrained by the Ice. A restrained creature, or another creature within reach, can use an action to try to break the Ice by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. For each turn the creature(s) remain in the ice they take 4D4 cold damage.
* - (water)
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