{"name":"Watery Tendril","level":"2-level","school":"Conjuration","classes":"Druid, Sorcerer, Wizard","castingtime":"1 Action ","range":"30 ft","duration":"Concentration, up to 1 minute","components":"S, M","materials":"a vial of water","description":"You conjure forth a watery tendril in a space that you can see\r\nwithin range. The tendril lashes out at any creature that comes\r\nwithin 20 feet of it or starts its turn there. When the tendril\r\nlashes out, the target creature must succeed on a Strength\r\nsaving throw or take 2d6 bludgeoning damage and become\r\nrestrained. On a success, the creature takes half damage and is\r\nnot restrained. A restrained creature can repeat the save at the\r\nend of each of its turns, ending the restraint on a success. A\r\nrestrained creature also takes 1d6 bludgeoning damage every\r\ntime it starts its turn restrained.\r\n\r\nWhen the tendril retains a creature, its point of origin moves\r\nto that creature's space. The next creature to start its turn within\r\n20 feet of the tendril is subjected to the spells effect.\r\n\r\nOnce the tendril has attempted or succeeded in restraining\r\nfive separate creatures, it cannot restrain another creature.\r\nAdditionally, the tendrils cannot restrain the same creature\r\nmore than once, but it can reattempt to restrain a creature if it\r\nfailed previously.","higherlevels":"When you cast this spell using a spell slot\r\nof 3rd level or higher, the initial damage dealt by the spell when\r\nit restrains a creature increases by 1d6 per spell slot level above\r\n2nd.","source":"The Archive of Esoteric Secrets","tabledata":"","tags":"Spell,Druid,Sorcerer,Wizard,2nd Level","templateId":"19","blockId":"245102","isShared":"on"}