A pillar of water forming a Cylinder that is 40 feet tall with a 15-foot radius quickly erupts upwards from a point within range. On the first turn of casting, each creature or object in the Cylinder takes 1d8 Cold damage. At the start of each of their turns until the spell ends, each creature damaged within the cylinder takes 1d8 Cold damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends for that creature. An object takes residual damage for only one turn after the initial casting. If all creatures damaged by the cylinder succeed the saving throw before the spell's duration, you can use a bonus action to cast the spell again without expending a spell slot
All the damage is maximized if there is a permanent body of water within the range, such as a lake, river, sea, or ocean. Additionally, if this source has hot water - such as a hot spring or volcanic caldera - all damage deals 1d10 Fire damage instead of 1d8 Cold damage
Using a Higher-Level Spell Slot. All the damage increases by 1d8 for each spell slot level above 2.
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