The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon is dowsed in mystical water. This water is a regular liquid until it hits a target where it will feel like a solid, making the attack deal an extra 1d6 bludgeoning damage to the target and causing the target to be cursed and fight as if he is fighting underwater. If the caster, is underwater, the bonus is increased by 2d6. If the caster is under rain, the bonus is increased by 1d6.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw that is equal to 8+Spellcaster Modifier+Proficiency Bonus. On a failed save, the curse stays on the target. On a successfull one, the curse ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st.
Comments