You conjure a sphere of magically suspended water around a creature’s head.
Choose one creature you can see within range. The target must succeed on a Constitution saving throw or become trapped inside a floating sphere of water that surrounds its head.
Aquatic Adaptation
If the target can breathe water, the sphere instead nourishes it.
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The creature can breathe normally on land.
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The creature gains advantage on Constitution checks made to resist exhaustion from dry environments.
Suffocating Prison
If the creature cannot breathe water, the sphere prevents it from breathing air.
The creature begins holding its breath as described in the suffocation rules. While the spell lasts:
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The creature has disadvantage on attack rolls and ability checks due to panic.
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If the creature runs out of breath, it begins suffocating normally.
At the end of each of its turns, the creature can repeat the Constitution saving throw, ending the spell on a success.
Fluid Prison
The water sphere moves with the creature’s head and cannot be removed except by ending the spell or magical effects that dispel it.
At Higher Levels
When you cast this spell using a 5th-level spell slot or higher, you can target one additional creature for every two slot levels above 3rd.
Flavor
The water sphere floats effortlessly around the creature’s head like a miniature aquarium, rippling gently as the trapped target struggles inside.
* - (a large glass jar filled with seawater)
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