You create temporary, extremely small portals to the Elemental Plane of Water inside cells in the body of a creature within range, causing them to burst from the inside. That creature must make a Constitution saving throw against DC (your spell save DC+5), taking 15d4 bludgeoning damage plus 15d4 necrotic damage on a failed save(half damage on a success). If this damage brings it to below half its health, it takes an additional 10d4 piercing damage plus 5d4 necrotic damage as high-pressure jets of water and blood erupt all across its body, and creatures within 10 ft of the target must succeed on a Dexterity saving throw, or take 4d6 piercing damage as they are struck by water jets. None of the previously described damage done to the target can be resisted or immunized against. If any invulnerability spells were affecting the target, no jets of high-pressure water erupt from its skin to affect other creatures, but it takes an extra 8d6 bludgeoning damage plus 8d6 necrotic damage on a failed save, or half on a success, as the pressurized water ricochets off the inside of the skin and back into the body. Every round the spell continues, the target takes 4d6 bludgeoning damage plus 4d6 necrotic damage. In addition, the water filling its body forces the creature to make saving throws against suffocation, using normal suffocation rules; the water remains even when the spell ends, and may be extracted by normal means. However, the pressurized nature of the water means that each turn, the affected creature must succeed on a Constitution saving throw or lose 1 minute of breathing time, as the breath is knocked out of it. If half of the water or more is drained from the creature, the spell ends.
* - (A syringe full of water with an adamantine needle worth at least 500 gp)
Level
7th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Necromancy
Attack/Save
None
Damage/Effect
Comments