You create a wall of raging, turbulent water filled with debris. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque, and ranged attacks can’t pass through the wall.
If the wall cuts through a creature’s space when it appears, or a creature enters the wall's space, the creature must make a Strength saving throw. A Huge or larger creature automatically succeeds on this saving throw. On a failure a creature ceases to be grappled and becomes entrained by the water. Success or failure, a creature takes 3d10 bludgeoning damage. An entrained creature can’t breathe and has a speed of 0 feet.
A creature that starts its turn in the wall takes 3d10 bludgeoning damage as it is battered by the turbulent flow and debris. An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds exits the wall prone within 5 feet of its current location.
White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10 slashing damage and be pulled into the wall where it becomes entrained by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw increases by one for each two slot levels above 5th (to Gargantuan at 7th level and all creatures having to make the saving throw at 9th level).
* - (a perfectly round pebble)






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