Pressurize

Classes Technomancer 1, Witchwarper 1
  School transmutation (water)
  Casting Time 1 standard action
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius sphere
  Duration concentration + 1 round
  Saving Throw Fortitude half (see text Spell Resistance yes
  You increase the water pressure in pressurize’s area, dealing 2d10 bludgeoning damage to creatures that enter or start their turn in the area; this damage isn’t reduced as a result of being underwater. Succeeding at the saving throw reduces damage by half. A creature that fails its saving throw by 10 or more must immediately attempt a Constitution check to hold its breath as if it had run out of air; if it fails, it becomes unconscious but stable and continues to suffocate normally unless moved out of the area or the spell ends.

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