You command water to effect a creature you can see within range. The target must succeed on a dexterity saving throw or suffer the effects on its next turn.
Pull. The target is pulled up to 25ft toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Disarm. The target drops whatever it is holding and then ends its turn.
Push. The target is pushed away from you up to 25ft and ends their turn.
Trip. The target falls prone and then ends its turn.
Freeze. The target doesn't move and takes no actions.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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