You control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet.
Part Water: You cause water in the area to move apart and create a trench.
Redirect Flow: You cause flowing water in the area to move in a direction you choose.
Whirlpool: You cause a whirlpool to form in the center of the area. Vortex: 5 feet (base), up to 50 feet wide (top), 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check (with disadvantage if already inside). Entering/In the vortex: Strength saving throw. Failed save: 2d8 bludgeoning damage and stay in the vortex. Successful save: half damage
and escape.
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.