Knell of The Depths

School: conjuration [curse, water]


Level: Arcanist 3, Wizard 3, Sorcerer 3, Witch 2, Magus 2, Summoner 3, Shaman 3, Druid 3, Hunter 3



Casting Time: 1 round


Components: V, S


Range: touch


Target: creature (1)


Duration: permanent


Saving Throw: Will negates


Spell Resistance: yes


Source: Blood of the Coven

Description

You invest a target with cursed elemental energy, causing nearby bodies of water to roil when the target draw nears and tendrils of water to drag it deeper under the waves. The target takes a –10 penalty on Swim checks and automatically sinks 15 feet per round when in any body of liquid. The creature does not sink if standing upon a solid surface capable of supporting its weight, even if it is submerged.