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Spells

Bind with Water

This is the version published in Silk Road's Guide to Seafaring. View the existing Rules version.

4th-level Conjuration

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Concentration, up to 1 minute

Classes: Druid, Ranger, Sorcerer You stretch out your hand, causing tendrils of water to erupt upward from a point within range. Any creatures within a 20-foot wide, 50-foot tall cylinder centered on that point must make a Strength saving throw. A creature who succeeds on the save is ejected to the nearest empty space outside of the cylinder. On a failed save, a creature is restrained and held aloft by the tendrils of water. The cylinder can restrain up to 8 “points” worth of creatures. The number of “points” it takes to restrain a creature is determined by its size, shown in the chart below.

Size Cost
Tiny or Small1 point
Medium2 points
Large4 points
Huge8 points
Gargantuan16 points

At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cylinder can restrain two additional “points” worth of creatures for each slot level above 4th.

Source attribution and license

Silk Road's Guide to Seafaring, printed pages 189.