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All Beyond the Yonder Seas and Streams

Waterspout

1-level Conjuration

Casting Time: Action
Range/Area: 30 Feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute

You cause a spout of water to emerge from a 5-foot-square on the ground or on the surface of water that you can see within range, which can be extended through hydromancy. Water emerges to fill a 20-foot-tall cylinder with a 5-foot diameter that rises from the chosen square and lasts for the duration.

A creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw, which it can choose to fail. On a failed save, a creature is pushed to the top of the cylinder. On a successful save, a creature is pushed 5 feet out of the area into an unoccupied space of the creature's choice. If no unoccupied space is available, the creature automatically fails the saving throw.

The force of the water is enough to keep creatures aloft, though it is impossible for a creature to stand at the top of the waterspout unless it can normally stand on water. A creature that can't stand on water is prone while it remains at the top of the cylinder.

Water created by this spell vanishes when the spell ends.

If you touch a body of water when casting this spell, you can choose a point within 60 feet of you that is in the same body of water. The spell is cast as if you were at the chosen point, but you must use your own senses.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the height of the cylinder increases by 10 feet for each slot level above 2nd.

Available for: Druid, Ranger, Sorcerer, Wizard

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