- Casting Time
- 1 action
- Duration
- Concentration, up to 1 minute
- Range
- extreme · 1,000 ft · 60 ft radius
- Components
- V · S · M (an iron compass needle, consumed)
- Saving Throw
- STR · Half damage; not pulled.
A vortex of black seawater 60 feet across opens at a point within range, dragging the battlefield inward. When the maelstrom appears and at the start of each of your turns thereafter, each creature in the area must make a Strength saving throw. On a failure, a target takes 20d6 bludgeoning damage and is pulled 20 feet toward the center and knocked prone. On a success, it takes half damage and is not pulled. Creatures pulled into the center are submerged and begin to suffocate. The terrain inside the maelstrom is treated as difficult, swirling water.