2nd- level evocation

Casting Time: 1 Action

Range: 60 Feet

Components: Verbal

Duration: Instantaneous

You command water to imprison a target or a group of enemies. It traps them within an orb of living water. They are trapped for at least 1 turn and must make a dexterity saving throw to escape the prison. When escaping, enemy takes 1d6 Cold Damage.

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