Salty
Wounds (Salt,
Conjuration)
Level: 1
Range: 5 yards/level
Components: V, S
Area of Effect: 1 being
Casting time: 1
Duration: 1 round/level
Saving throw: Negative
The
recipient of this spell with have small salt crystals
conjured into his wounds. The salt will cause him pain
therefore less effective in his blows and slower in his
defence. The recipient suffers -2 to his to hit rolls and
-2 penalty to his AC. Obviously the creature must have
wounds for this spell to take effect and it cannot affect
creatures without blood such as undead and golems.
Salt
Crystals (Salt,
Invocation/Evocation)
Level: 2
Range: 20 yards
Components: V, S, M
Area of Effect: 1 creature
Casting time: 1
Duration: 2
Saving throw: Special
The
spell causes salt crystals to fly from the caster's hands
and hit the specified target. The crystals inflict
1d3/level of the caster and since the salt enters the
blood stream the victim in stunned for 1 round from the
pain. If a save is made then the victim suffers only half
the damage and is not stunned but only suffers -1 to AC
and to hit rolls for 1 round.
The
material components are salt crystals that are thrown at
the target during the casting.
Extract
Salt (Alteration,
Salt)
Level: 2
Range: Touch
Components: V,S
Duration: 3 rounds/level
Casting Time: 1 round
Area of Effect: 1 cubic foot/level
Saving Throw: None
This
spell causes all the minerals and salts in a given body
of liquid (in a bottle, canteen or well, for example) to
sink to the bottom and collect in a thin layer of
particles without dissolving into the liquid until the
end of the spell. Thus, this spell may enable wizards to
extract minerals and salts from a liquid, and at the same
time purifying that liquid. After 3 rounds/level, unless
removed, the salts will once again dissolve into the
liquid.
Extract
salt is mainly used in laboratories, or for purifying
drinking water. Many a travelling mage has been saved
when travelling through a desert seacoast with no water
to drink, and only this spell to cast.
Salt
Javelins
(Conjuration/Summoning, Salt)
Level: 4
Range: 0
Components: V,S,M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: None
This
spell causes 1 crystalline javelin per level (up to a
maximum of 15) to appear near the caster. These javelins
may be magically hurled upon command towards 1-3 targets.
The javelins need not be actually thrown, instead the
wizard may simply point one of his hands at the target,
and the javelins will fly to hit. Each javelin attack
must be rolled, using the caster's own THAC0 with a +2
bonus. The target takes 1d6 points of damage for every
javelin that successfully hits. Once a javelin has been
used, whether it hits or misses, it shatters into a fine
salt crystal powder.
The
spell's greatest strength is its penalty of to the
target's AC and attack rolls, applying a cumulative -1
for each javelin that hits its mark. This effect is
caused by the salts that enter the targets wounds when
the javelins hit. In order to cure the victim of this
effect, one must first cast purify water and then any
healing spell (even a cure light wounds will do) on the
wound.
Material
components for this spell is a blade carved from a
natural block of salt, or a mix of three different
coloured salts which are consumed during the casting of
the spell.
Salt
Boulders
(Invocation/Evocation, Salt)
Level: 9
Range: 120 yards
Components: V,S,M
Duration: 1 round
Casting Time: 1 round
Area of Effect: 60 yards diameter
Saving Throw: Neg.
One
of the most powerful attack spells among the
Quasi-Elemental Schools, salt boulders causes 3d4 large
salt boulders to fall from the sky in an area of the
caster's choice. Upon impact with the ground (or anything
else unlucky enough to end between it and the boulders)
the boulders shatter, hurling many sharp shards of
hardened salt crystals in all directions.
While
the 5d4 crushing damage by the boulders is only caused in
the limited 30 yard radius circular range where the
boulders may fall, each shattered boulder will cause more
damage from flying shards in relations to the distance
from the point of impact:
Within
the basic 30 yard radius:
5d4 (crushing damage) + 12d4
(shards)
30-40 yard radius: 10d4
40-50 yard radius: 8d4
50-60 yard radius: 4d4
Shard
damage range is not only in radius in parallel to the
ground, but also in a sphere towards the sky as well. If
cast at mid-air, it will affect a full 60 yard sphere
from the target point.
In
addition, due to the large amounts of salt in the
victim's wounds, no healing (short of the 6th level
priest spell heal) will work on the spell's
victims for the next 1d10 rounds.
The
material components of this spell are 3 round, hard, salt
balls with the wizard's personal symbol or insignia
carved into them, and filled with melted platinum.

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Copyright
2000, spells by Itzak Even,
graphics by Jon Winter and Jeremiah Golden

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