The Grand Game
Watery Grave
9-level Transmutation
Casting Time: 1 action
Range/Area: 15ft
Components: V, S, M
Materials: Blood of a Harbinger
Duration: Concentration, up to 1 minute
Attack/Save: Strength Saving Throw
Damage/Effect: Water(Force)
As an action, choose up to three creatures you can see within 15ft. Targets must make a Strength Saving Throw or watch helplessly as chains of water appear through a rift and drag them inward, pulling them to the bottom of the Ocean, where they begin Suffocating. Creatures may survive the effects of Suffocation for a number of rounds equal to their Constitution modifier + 1. At the start of their next turn after this, they drop to 0 hit points and can’t regain hit points or be stabilized until they can breathe again. While conscious, targets suffer 2d10 Water damage at the start of each of their turns as they are attacked by various sea creatures. At the end of each of their turns, they may reattempt the Strength Saving Throw with a -1 to their saves for each turn they have spent underwater. For as long as you can Concentrate (up to 1 minute), the targets are held there, drowning. If a creature has not succeeded on the Saving Throw by the end of this spell, the effect becomes permanent. The body of a creature that is killed by this spell slowly floats back to the surface of the Ocean, washing ashore on a random continent after 1d10 days.
If a creature succeeds on any of the Saving Throws associated with this spell, the effect immediately ends.
Available for: Apostle, Harbinger