Elemental Magics
©1992 Franklin W. Cain
(In alphabetical order):
(First Level Spells)

(Second Level Spells)

(Third Level Spells)

Shape Vapor I
(Alteration; Elemental Air)

Level: 3
Range: 10 yards/level
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: One 5-foot cube/level
Saving Throw: Special

This spell allows the wizard to alter the shape of any visible cloud or vapor within the spell's range. Such modifications cannot exceed the spell's area, but the cloud in its entirety can. Clouds that can be affected include gaseous breath weapons and various spells that produce clouds as their areas of effect. This spell can also be used to alter a cloud island (the abode of certain dragons and giants).

If cast against a creature in gaseous or air-like form, this spell does 1d4 points per level of magical damage, to a maximum of 10d4 (at 10th-level and above). The creature is entitled to a saving throw vs. "shape-change/metamorph" to halve the damage.

The material component for this spell is a burning stick of incense the caster uses to trace a rough outline in mid-air of the changes to be enacted by this spell.


(Fourth Level Spells)
(Fifth Level Spells)

Shape Vapor II
(Alteration; Elemental Air)

Level: 5
Range: 10 yards/level
Components: V, S, M
Duration: 1 turn + 1 round/level
Casting Time: 5
Area of Effect: One 10-foot cube/level
Saving Throw: Special

This improvement of shape vapor I has a longer casting time and a larger area of effect. If cast against a creature in gaseous form, this spell does 1d6 points per level (no maximum). Otherwise, this spell functions identically to shape vapor I.

Transform Water to Ice
(Alteration; Elemental Air, Elemental Water)
Reversible

Level: 5
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One 20-foot cube/level
Saving Throw: None

This spell turns water into an equal volume of ice. Creatures that were swimming within the water are entombed in the ice, and will suffocate unless freed. The resulting body of ice will itself float if it is within a body of water, rising to the surface at a rate of fifty feet per round. The ice remains until a cancel magic or a reverse of this spell, transform ice to water, restores its substance (but not necessarily its form). The ice created by this spell melts at the same rate as normal ice. Likewise, water created by the reverse of this spell freezes at the same rate as normal water. The reverse of this spell can be used equally well against normal ice or magical ice.

The material component for this spell is a small chunk of rock salt.

Transform Water to Mud
(Alteration; Elemental Earth, Elemental Water)
Reversible

Level: 5
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One 20-foot cube/level
Saving Throw: None

This spell turns water into an equal volume of mud. Creatures that were swimming within the water that are unable to fly, levitate, or otherwise free themsleves from the mud sink at a rate of ten feet per round and suffocate. The resulting body of mud will itself sink if it is atop a body of water, at a rate of fifty feet per round. The mud remains until a cancel magic or a reverse of this spell, transform mud to water, restores its substance (but not necessarily its form). The mud created by this spell evaporates over a period of 1d6 days per ten cubic feet. The reverse of this spell can be used equally well against normal mud or magical mud.

The material component for this spell is a small piece of cheescloth. The reverse of this spell instead requires a handful of either silt or dirt.


(Sixth Level Spells)

Call Elemental II
(Conjuration/Summoning; Elemental [All])

Level: 6
Range: 60 yards
Components: V, S, M
Duration: One turn/level
Casting Time: One turn
Area of Effect: Special
Saving Throw: None

This improvement of call elemental I conjures an elemental having from 12 to 24 hit dice, depending on the level of the caster.

Other than as detailed above, this spell functions exactly as call elemental I.

Transform Metal to Rust
(Alteration; Elemental Earth)
Reversible

Level: 6
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 5-foot cube/level
Saving Throw: None (Special)

Transform Rock to Dust
(Alteration; Elemental Earth)
Reversible

Level: 6
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 10-foot cube/level
Saving Throw: None (Special)

When cast, a volume of rock or earth is transformed into powdery dust. If cast on earth or dirt, the area of effect is doubled. If the resulting dust comes into contact with water, the dust will absorb the water with the usual results (see transform water to dust). If cast on a native of the elemental plane of Earth, this spell does 1d6 points of magical damage per level of the caster (save for half damage). The reverse of this spell, transform dust to rock, transforms a volume of dust or earth into solid rock.

The material component for this spell is diamond dust (500 g.p. value min.).

Transform Water to Salt
(Alteration; Elemental Water)
Reversible

Level: 6
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 10-foot cube/level
Saving Throw: None (Special)

When this spell is cast, a volume of water is transformed into salt crystals. If the water was brackish or salty, the area of effect is doubled. If the resulting salt is in contact with water, the salt will absorb the water, turning into a slush; if there is enough water, the salt will eventually dissolve into the water. The reverse of this spell, transform salt to water, converts salt (such as found at a salt flat, for example) into an equal volume of water.

The material components for this spell are diamond dust (500 g.p. value min.) and a bit of seashell. The reverse of this spell also requires a handful of salt. Other than as detailed above, this spell functions as transform water to dust.


(Seventh Level Spells)

Shape Vapor III
(Alteration; Elemental Air)

Level: 7
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One 10-foot cube/level
Saving Throw: Special

This improvement of shape vapor II has a longer casting time and is permanent. If cast against a creature in gaseous form, this spell will slay the creature outright unless that creature succeeds at a saving throw vs. "shape-change/metamorph;" if the creature makes its save, this spell instead does 1d8 points of damage per level (no maximum). Otherwise, in all other ways, this spell functions identically to shape vapor II.


(Eighth Level Spells)
(Ninth Level Spells)