Description
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, it takes 2d8 bludgeoning damage at the start of each of its turns.
At the end of each of its turns, the creature can repeat the saving throw. On a success, the creature breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.