## Blackwater Invocation
*You can call upon negative energy to infuse normal water around you, transforming it into the dark, cold water found at the bottom of deepest ocean trenches. This feat is favored by the clerics of wicked sea gods and the masters of the deep pelagic abysses.*
**Prerequisite:** Ability to channel negative energy
**Benefit:** By expending a use of channel energy, you can infuse the water around you for a 30-foot radius with negative energy. The water darkens and becomes bitterly cold for 10 minutes.
The illumination level of the water within the area drops by one step, and any nonmagical light sources are suppressed. This is a 2nd-level darkness effect for purposes of resolving light and darkness effects.
The water become so cold that any unprotected creatures who starts their turn in the area must make a DC 15 Fortitude save or take 1d6 points of nonlethal cold damage. Creatures who take such damage are fatigued with hypothermia. Abilities that resist or protect against cold weather apply to this effect.