Deep Magic Volume 2 (p.163)
Dehydration
1-level Evocation
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Druid, Sorcerer, Wizard