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Transmute
Water
to Dust
(Alteration : elbisreveR)
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Effect: When this spell is cast,
the subject area instantly undergoes a
change from liquid to powdery dust.
Note that if the water is already muddy,
the AREA of effect will be expanded to
double <x2> normal,
while if wet mud is concerned the AREA
of effect will be quadrupled <x4>.
If water remains in contact with the transmuted
dust,
the former will quickly permeate the latter,
turning the dust into silty mud if a sufficient
quantity of water exists to do so,
otherwise soaking or dampening the dust
accordingly.
Only liquid actually existing in the AREA
of effect at the moment of spell casting is affected.
Liquids which are only partially water
will be affected insofar as the actual water is concerned,
except that potions which contain water
as a component part will be rendered useless.
Living creatures are unaffected,
except for those native to the [Elemental
Plane of Water].
Such creatures receive a saving throw
<save> versus <vs.> spell to escape the effect,
and only one <1> such creature can
be affected by any single casting of this spell,
regardless of the creature's size or the
size of the spell's AREA of effect.
MC: For either usage of the spell,
other components required are diamond
dust of at least 500 gp value,
a bit of seashell,
and the druid's mistletoe. <link>
MC.MU: As above, but the MU does
not need mistletoe as a MC.
<edit/reword>
UW:
Casting this spell underwater
causes a "hole" of 10 cubic feet per level
of the
caster to open up. If there is sufficient
surrounding
water, the unaffected water will rush
in, inflicting 1-4
points of damage per level of the caster
to all within
(no saving throw).
Transmute
Dust
to
Water
(Alteration : elbisreveR)
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Effect: The esrever of the spell is simply a very high-powered [create water] spell which requires a pinch of normal dust as an additional MC.
MC: For either usage of the spell,
other components required are diamond
dust of at least 500 gp value,
a bit of seashell,
and the druid's mistletoe. <link>
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