Waterspout

7th-level conjuration (Druid)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a 5-foot radius by 80-foot high cylinder-shaped vortex on a body of water, centred at a point you can see within range. Any creature that contacts the vortex must immediately make a Dexterity saving throw or take 3d8 bludgeoning damage from the high winds in the vortex. In addition, if the creature is Medium sized or smaller, it is sucked into the vortex and becomes restrained. On a successful save, a creature takes half the damage, and isn't sucked into the vortex or restrained. A creature that starts its turn restrained within the vortex takes 2d8 bludgeoning damage and is drawn 10 feet higher. A creature that reaches the top of the vortex is ejected from the waterspout and thrown 3d20 feet up into the air. A creature thrown from the vortex takes falling damage as normal. Waterborne creatures that come within 10 feet of the vortex must make a Dexterity saving throw or be sucked into the vortex and suffer its effects. You can use a bonus action on each of your turns to move the waterspout up to 30 feet and cause any creature that contacts the vortex to make a Dexterity saving throw or take the vortex's full damage and suffer its effects. A creature takes half the damage on a successful save and doesn't suffer the vortex's effects.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, both the bludgeoning damage for contacting the vortex and for creatures restrained within increases by 1d8 for every slot level above 7th.