[an error occurred while processing this directive]

Salt
A Sprinkle of Magical Salt

[ Main | The Basics | Locations | Creatures | Genasi ]
[ Magic | Powers | Devices | Stories ]

 

Most objects on the plane of Salt come in the form of white, crystalline powders. Travelers are warned that these are usually hard to identify from each other. Magical powers can be eaten, or sniffed, or sprinkled, depending on the effect that is desired.

Insoluble Water (by John Keith)

Insoluble Water is the life-blood of the Dwarven mines scattered throughout the Plane of Salt and is the only thing that makes them possible. So far only the dwarves have discovered the means of producing it, although it has something to do with 'heavy water'.

The dark of it is that insoluble water simply doesn't dissolve, ever. Not even in the Plane of Salt. This makes it both incredibly valuable and incredibly useful. No wonder than that it is worth its weight in mithral. If a planewalker is lucky, or rich enough to get a hold of it works like this: each dosage of it lasts for about 5 hours, and prevents 25% of the damage done to the user by the draining effects of the plane of Salt. So four doses will completely protect someone for the plane.

 

Salt of Preservation (by Jon Winter)

This gritty form of magical salt smells dry and tastes of exotic spices. It's most commonly sprinkled over food to prevent it spoiling, and is particularly useful for travelers intending to journey to Ooze. Each application of this salt is the equivalent of a purify food and drink spell cast by a 9th level priest, actually reversing any decay the food has suffered and preserving it from harm for 2-8 days. There is no limit to the number of times it can be applied, though the food tastes spicier with each application!

This magical powder can also be used on wood, metals and even corpses. Again, it reverses decay and rot, though it does not repair any damage this may have caused to the structure being treated. Once the magic has done its business, rotting and corroding will begin again at its normal rate.

If the salt is thrown at decayed undead beings, creatures composed of rotting matter, otyughs, or oozes, slimes and jellies, 2d6 points of damage are caused per application. Should the substance be ingested by one of these beings, damage is doubled.

Natrium (by Jon Winter)

This is a rare and non-magical metal found in some isolated parts of Salt. It is soft as butter, silvery colored, tarnishes rapidly, and is highly explosive when in contact with water. While this makes storage difficult (potential terrorists are advised that the best way to transport the stuff is under lamp oil), it's popular with Anarchists who're keen on blowing things up. Since a small squirt of water is enough to cause the block of metal to explode violently, it's a particularly sneaky way of creating a non-magical detonation.

One pound of natrium causes 3d6 points of damage to victims in a 20' radius, and splatters them with corrosive molten natrium and lime. This causes a further 1d6 points of damage per round until scraped or washed off. Natrium is an illegal substance in some parts of the Lawful Upper Planes.

Salt of Scouring (by Jon Winter)

This magical powder is a very fine dust, which picks up water from the atmosphere rapidly. For this reason it's usually kept in sealed gourds or glass bottles. In any case, a planewalker is advised not to get the stuff on his skin, for salt of scouring is a dangerous substance. It's able to draw moisture out of anything, leaving withered and desiccated flesh behind. It's most commonly used as a weapon against watery creatures. When thrown at a water elemental, mephit, nereid, or similar being, the salt causes 3d8 points of damage, and causes grievously painful scarring. Upon the skin of a humanoid the effect is less severe, but 2d4 points of damage are caused, along with irritation and itching.

Copyright 1999-2000, the Mimir Team
Layout by Jon Winter and Jeremiah Golden

Consult the Mimir Again