Description
You cause as a blast of steaming hot water to erupt in a 10-foot radius, 60-foot high cylinder centered on a point on the ground or on the surface of water that you can see within range, which can be extended through hydromancy. Each creature in the area must make a Strength saving throw. On a failed save, a target takes 3d6 bludgeoning damage and 3d6 fire damage damage and is knocked prone if it is Medium or larger. On a successful save, it takes half damage and is not knocked prone. A Tiny or Small creature that fails the save is not knocked prone, but is instead flung 30 feet into the air, and lands 1d6 × 5 feet away in a random direction.
Water created by this spell then rapidly boils away. If cast on a point on the ground, any loose earth or stone in the area becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. If cast on a point on the surface of water, the spell deals an additional 1d6 bludgeoning damage.