Suffocation (Paladin Spell)
- Level: Paladin 4
- School: Necromancy
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, M (A vial decorated with emblems of death, containing a bit of the caster's breath, worth 1 gp.)
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: One living creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + 1/2 character level
- Spell Resistance: Yes
- The caster gasps out the strained phrases of this terrible spell, as if they are being strangled. This spell extracts the air from the target's body directly, causing swift suffocation. Targets must be living and require respiration for this spell to affect them, meaning that many Undead and most Constructs are unaffected. However, it is usually effective against creatures that breathe water, since breathing is breathing, after all. The GM adjudicates any unusual cases.
- Upon successfully completing this spell, the caster chooses a valid target (as above) within range to whom he has line of sight and line of effect. That target suffers (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of winded (physical, uncommon) damage immediately, and is hindered until the end of the encounter as they struggle to regain their equilibrium. The target is allowed a saving throw as described above. If they succeed on this save, the damage inflicted is halved, and the Hindered condition lasts only until the end of their next turn.
- If this spell is cast again upon a creature that is already suffering a hindered condition that was inflicted by this spell, their saving throw against this spell suffers a -3 penalty as long as it is 'refreshed' while they are still suffering. It is impossible to defeat the effects of this spell by simply holding one's breath - if the victim is affected by the spell the air in their body is extracted.