You target a point within range as you summon a fey spirit in the form of a gargantuan shark, biting down on those within the area of effect. Every creature within a 20 ft. radius must make a dexterity saving throw. On a failed save the creatures take 4d8 force damage and are knocked prone, on a successful save they take half damage and aren't knocked prone. A creature that failed its saving throw also loses its readied action. If this spell is cast on a body of water of at least 20 ft. radius and 5 ft. deep, the damage increases by 2d8.
The spell effect travels from the outside to the inside. If a wooden structure, like a wall or a roof, is in the way it will take damage accordingly. If the damage exceeds the hit points of the structure, it breaks and the spell effect continues, reducing any damage of the spell by the amount dealt to the structure. If the structure survives the damage, the spell effect is blocked. Regardless, the area of effect becomes soaked with water.
When casting this spell using a 4th-level spell or higher, you increase the damage by 1d8 for every slot level above 3rd.* - (a bone or ivory from a shark)
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