Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
STR Save
Damage/Effect

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)

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Druid Sorcerer Wizard

Galedarkness

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