TEXT: DROWN 
  2nd-level conjuration (Druid, Ranger; Sorcerer; Wizard) 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a container with teeth and seawater) 
  Duration: Concentration, up to 1 minute 
  You conjure a swirling globe of magical water around an 
  enemy's head to drown it. Choose one creature in range that 
  you can see. The creature must make a Strength saving 
  throw. On a failed saving throw, the creature 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. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage dealt increases by ld8 
  for each slot level above 2nd When you cast this spell using a 
  spell slot of 5th level or higher, the duration increases to be 
  Concentration up to 10 minutes, and the target can only hold 
  its breath for up to 30 seconds before suffocating. 
  SUFFOCATION (SEE PHB PAGE 183) 
  A creature can hold its breath for a number of 
  minutes equal to 1 + its Constitution modifier 
  (minimum of 30 seconds). 
  When a creature runs out of breath or is choking, 
  it can survive for a number of rounds equal to its 
  Constitution modifier (minimum of 1 round). At 
  the start of its next turn, it drops to O Hit Points 
  and is dying, and it can't regain Hit Points or be 
  stabilized until it can breathe again. 
  For example, a creature with a Constitution of 
  14 can hold its breath for 3 minutes. If it starts 
  suffocating, it has 2 rounds to reach air before it 
  drops to O Hit Points. 
  BY '1E.N, ;1, OLENT EV:L ( "'Fv, Benevolent) 
  "Drowning Sphere" by Ooki on DeviantArt 
  DIVE 
  2nd-level transmutation (Artificer; Druid, Ranger; Sorcerer; 
  Wizard) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a handful of fish's scales) 
  Duration: Concentration, up to 10 minutes 
  You imbue one creature that you touch with magic that 
  surrounds them with breathable air and allows them to 
  traverse water and aquatic environments with ease. Until the 
  spell ends, the target gains a swimming speed of 60 feet, the 
  amount of time it can hold its breath is tripled, and it does not 
  suffer disadvantage on attack rolls for being underwater. It 
  also ignores difficult terrain and light obscurement caused by 
  the presence of water (such as when wading in still water} 
  though it does not ignore the effects of water currents. 
  In addition, the target has advantage on saving throws 
  made to resist the drown, scalding sphere, and watery sphere 
  spells for the duration. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you can target one additional 
  creature for each slot level above 2nd 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed - Minor Hydromancies v1p2.pdf