Kryx RPGThemes
concentration, 1 minute/mana

As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 3d8 health, is deafened, can’t speak, can’t use breath weapons, and can’t see anything beyond 2 meters until the start of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health and and the effect ends.

On a critical success, it loses no health and the effect ends.


You can cause the target to lose 3d8 more health for each additional mana expended.