C
Duration
Up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300' long, 300' high, and 50' thick. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Str save. Fail: 6d10 Bludgeoning dmg. Success: 1/2 dmg.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50' away from you. Any H or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Str save. Fail: 5d10 Bludgeoning dmg (only once per round per creature). At the end of the turn, the wall's height is reduced by 50; and the dmg on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming but must succeed on a Str (Athletics) check against your spell save DC to move at all. A creature that moves out of the wall falls to the ground.
See the PHB for a full description.
Verbal Component:
Sie Altum Fluctus Maxima