School necromancy [water]; Level cleric 9, sorcerer/wizard 9


Casting Time 1 standard action
Components V, S, M (the gills of a fish)


Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level
Saving Throw Fortitude partial; Spell Resistance yes


Drown causes the target creature’s lungs to instantly fill with water. The target suffers 1d3 points of constitution damage and begins drowning. A heal spell, or a DC 20 Heal check (performed by a creature other than the target himself), expels the water from the lungs and ends all drowning effects, but does not restore lost constitution. A water breathing spell will not remove the water from the creature’s lungs or restore lost constitution, but will allow them to resume breathing normally. A creature that makes their Fortitude save does not lose constitution or begin drowning, but will be sickened for 1 minute as they regurgitate the water.

Section 15: Copyright Notice

Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.

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