- Casting Time
- 1 action
- Duration
- Concentration, up to 1 minute
- Range
- far · 120 ft · 30 ft radius, 20 ft deep
- Components
- V · S · M (a flask of deep-ocean water)
- Saving Throw
- CON · Half damage.
You tear open a vertical pocket from the Rift and flood it with crushing seawater. A 30-foot-radius, 20-foot-deep volume of dense black water materializes centered on a point within range. Each creature inside when the pool forms must make a Constitution saving throw, taking 8d10 cold damage on a failed save, or half on a success. Creatures that begin a turn inside the pool must hold their breath or begin suffocating (per the suffocation rules). At the end of the duration, the water collapses back through the Rift, leaving the area soaked and slick.
At Higher Levels
When cast using a slot of 9th level or higher, the damage increases by 1d10 for each slot level above 8th.