You create a maelstrom that sucks enemies nearby into it and thrashes them about for 1 minute.
You create a 10 ft. radius sphere in an unoccupied location that you can see within 90 ft. you. Creatures within 20 ft. of the sphere when it appears must make a Strength saving throw or be pulled into the sphere. When a creature enters the area of the sphere for the first time on a turn or starts its turn there, the creature takes 3d8 bludgeoning damage and has its movement reduced to 0 ft. A creature that starts its turn in the sphere takes 3d8 bludgeoning damage. Creatures are unable to breathe in the sphere's space unless they can breathe water.
If a creature without resistance to cold damage takes cold damage while within the sphere, they are treated as though they have vulnerability to cold damage. If a creature within the sphere has resistance to cold damage, they take cold damage as though they didn't have resistance.
The sphere has no effect on creatures of huge size or larger.
A creature with movement speed reduced to 0 ft. by the sphere can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and can leave the sphere.
Level
5th
Casting Time
1 Action
Range/Area
90 ft.
(20 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Bludgeoning
Comments