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.
Shape Vapor II
Level: 5
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
Level: 5
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
Level: 5
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.
Call Elemental II
Level: 6
This improvement of
call
elemental I conjures an elemental
having from 12 to 24 hit dice,
depending on the level of the caster.
Transform Metal to Rust
Level: 6
Transform Rock to Dust
Level: 6
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
Level: 6
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.
Shape Vapor III
Level: 7
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.
(Fourth
Level Spells)
(Fifth
Level Spells)
(Alteration;
Elemental Air)
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
(Alteration;
Elemental Air, Elemental Water)
Reversible
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One 20-foot cube/level
Saving Throw: None
(Alteration;
Elemental Earth, Elemental Water)
Reversible
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 5
Area of Effect: One 20-foot cube/level
Saving Throw: None
(Sixth
Level Spells)
(Conjuration/Summoning;
Elemental [All])
Range: 60 yards
Components: V, S, M
Duration: One turn/level
Casting Time: One turn
Area of Effect: Special
Saving Throw: None
Other than as detailed above,
this spell functions exactly as
call
elemental I.
Caster's Level
Hit Dice
Up to 15th-level 12 HD
16th to 19th-level 16 HD
20th to 23rd-level 20 HD
24th-level and above 24 HD
(Alteration;
Elemental Earth)
Reversible
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 5-foot cube/level
Saving Throw: None (Special)
(Alteration;
Elemental Earth)
Reversible
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 10-foot cube/level
Saving Throw: None (Special)
(Alteration;
Elemental Water)
Reversible
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One 10-foot cube/level
Saving Throw: None (Special)
(Seventh
Level Spells)
(Alteration;
Elemental Air)
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One 10-foot cube/level
Saving Throw: Special
(Eighth
Level Spells)
(Ninth
Level Spells)