The Archive of Esoteric Secrets
2-level Conjuration
You conjure forth a watery tendril in a space that you can see
within range. The tendril lashes out at any creature that comes
within 20 feet of it or starts its turn there. When the tendril
lashes out, the target creature must succeed on a Strength
saving throw or take 2d6 bludgeoning damage and become
restrained. On a success, the creature takes half damage and is
not restrained. A restrained creature can repeat the save at the
end of each of its turns, ending the restraint on a success. A
restrained creature also takes 1d6 bludgeoning damage every
time it starts its turn restrained.
When the tendril retains a creature, its point of origin moves
to that creature's space. The next creature to start its turn within
20 feet of the tendril is subjected to the spells effect.
Once the tendril has attempted or succeeded in restraining
five separate creatures, it cannot restrain another creature.
Additionally, the tendrils cannot restrain the same creature
more than once, but it can reattempt to restrain a creature if it
failed previously.
At higher levels: When you cast this spell using a spell slot
of 3rd level or higher, the initial damage dealt by the spell when
it restrains a creature increases by 1d6 per spell slot level above
2nd.