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Dehydration

School transmutation [water]; Level sorcerer/wizard 6

CASTING

Casting Time 1 standard action
Components V, M (a pinch of dust)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

You suck life sustaining moisture from the target creatures, who suffer 1d6 points of nonlethal damage per caster level (maximum 20d6). Creatures that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

Creatures who have taken nonlethal damage from dehydration are fatigued. Nonlethal damage from dehydration cannot be recovered until the creature gets water, as needed. Not even magic that restores hit points heals this damage.

A successful Fortitude save halves the nonlethal damage and negates the fatigue. Creatures that do not require water are immune to this spell. Creatures with the water subtype are always vulnerable to this spell.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.