You trap a Huge or smaller creature within range in a suffocating mass of water. This water is drawn from within a 30-foot radius of the target, and the spell fails if there isn't enough freestanding water in this area to fully engulf the creature: at least 50 gallons, plus an additional 100 gallons for each size category above Medium.
For the duration, the target is restrained and must make a Constitution saving throw at the start of each of its turns to resist the effects of crushing pressure; a creature which doesn't need to breathe or which can breathe underwater makes this saving throw with advantage. On a failed save, the target takes 3d8 bludgeoning damage and suffers a level of exhaustion. On a successful save, the target takes half as much damage and doesn't gain a level of exhaustion.
As an action, a creature restrained by this spell can make a Strength (Athletics) check to attempt to free itself, ending the spell and falling prone on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of increases by 2d8 for each slot level above 5th.
* - (a piece of coral worth 50 gp, which the spell consumes)
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