You curse a target, the target must make a DC Wisdom saving throw against the casters spell DC.
If the target fails, the target is cursed causing the target to experience the sensation of being underwater.
The target has disadvantage on attack rolls and moves at half speed.
Upon 3 turns (or 30 seconds if outside of combat) of being cursed, the target will begin to feel as if they are drowning and will desperately try to find a method of breathing underwater. If they are unable to, they will take 3d6 psychic damage and the curse will wear off. This spell does not work on amphibious or water breathing enemies.
Casting this at higher levels adds an extra 1d6 of damage for each level above 2.
“If you're a sailor, best not to know how to swim. Swimming only prolongs the inevitable—if the Wavemother wants you and your time has come.” - Excerpt from the collective sermons of Dread High Trident Meritid Archneie.
Remixed for Tempest Cleric from Zerker’s - Curse of the Drowning Depths
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