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You cause a 20-foot tall, 5-foot radius cylinder of searing steam to erupt from point on a surface you can see within range, which can be extended through hydromancy. The area fills with hot steam, and is heavily obscured until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each creature in the area must make a Constitution saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance to this damage.

On each of your turns until the spell ends, you can use your action to create another vent in this way, targeting the same point or a different one. When you do so, any vents previously created by this spell cease to produce steam and disperse.

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