All Beyond the Yonder Seas and Streams
3-level Transmutation
Choose a point you can see within range. You cause water within a 10-foot-radius sphere centered on that point to rapidly cool and increase in salinity. The area becomes foggy and lightly obscured for the duration, and a creature moving through the area must spend 3 feet of movement for every 1 foot it moves.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 3d6 cold damage and is poisoned until the spell ends. On a successful save, it takes half as much damage and isn't poisoned. If a poisoned creature ends its turn outside of the sphere, it can make another Constitution saving throw, ending the condition on a success. Creatures that don't need to breathe or are holding their breath aren't poisoned by this spell.
On each of your turns after you cast this spell, you can use an action to move the sphere up to 30 feet in any direction, so long as the sphere remains underwater.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the radius of the sphere increases by 5 feet for each slot level above 3rd.
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