Casting time: 1 Minute
Components: V, S
Duration: Concentration, up to 6 rounds
In this spell a wall of water springs into the existence at a specific point that you select within a range. You are capable to make a wall up to 300 feet long, 300 feet high and also 50 feet thick. Of course the wall shall last for a particular duration.
Whenever the wall appears, then each and every creature which locates within its area should make a strength saving throw. Of course on a failed save, a creature is able to take 6d10 bludgeoning damage, or else half as much damage on a successful save.
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However at a start of each of your turns after the specific wall appears, the wall, along with any kind of creature are in it, moves 50 feet away from you. Mainly, any type of huge or even a smaller creature inside a wall or whose space the wall shall enter whenever it moves should be succeeded on a Strength saving throw or take 5d10 bludgeoning damage.
Basically, a creature is able to take this damage only once in a round. At an end of the turn, the wall’s height has been reduced by 50 feet and also the damage creatures shall take from the spell on a subsequent rounds which is reduced by 1d10. Whenever the wall reaches by 1d10. Of course when the wall shall reach 0 feet in height, the spell will end.
Normally, a creature caught in a wall could move by swimming. Just because of the force of a wave, though, the creature should make a successful strength (Athletics) check against your spell save DC in order to move at all. Suppose, if it fails the check, then it can not move. The creature which moves out of an area falls to the ground.