Casting Time: 1 action
Range: 30 feet
Components: V, S, M (an empty vial and a pinch of sea salt)
You violently draw forth the moisture from a target creature, causing it to pour forth from every orifice and pore. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save, or half that much damage on a successful one. Oozes and creatures who have the aquatic or amphibious trait, or outsiders that are formed of water increase this damage to 10d8. If the target is killed by aqueous extraction, the water drawn forth takes on a semblance of life as a water elemental of a challenge rating equal half that of the target.
This water elemental is under your control, but it survives only for a number of rounds equal to half the slain creatures Hit Dice.
Creatures that have immunity to fire damage; outsiders or elementals formed of either air or earth are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher the damage increases by 3d6 (3d8) for each slot level above 6th..
Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.