When you cast this spell, a length of string appears in your hand, trailing all the way to an underwater point you choose within range. When you finish casting the spell, you yank the string, causing the water pressure in a 20 foot radius to briefly increase to that of the deepest of trenches.
Creatures in the area must succeed on a Constitution saving throw or take 10d4 force damage, be deafened, and be forced to expel their breath (if they were holding it). Creatures who succeed on this saving throw take half damage, are not deafened, and are not forced to expel their breath. Creatures with an innate swimming speed and the ability to breath water have resistance to the damage dealt by this spell. Incorporeal creatures and elementals from the elemental Plane of Water are unaffected (e.g. a water elemental).
A creature deafened by this spell is disoriented and moves in a random direction when it attempts to use its movement speed. Such a creature must roll 1d6; on a roll of 1, they move upwards; on a roll of 2, they move downwards; on a roll of 3, they move left; on a roll of 4, they move right; on a roll of 5, they move forward; on a roll of 6, they move backward. The creature, disoriented as they are, has no perception that they are moving in a random direction. This lasts until the target is cured of its deafness.
A creature reduced to 0 hit points by this spell dies outright as their body is crushed into a compressed ball of flesh.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 per slot level over 3rd.
* - (a length of wax-coated string)
Comments