Transformation of Water

Level: 7

School: Alteration, Elemental: Water

Range: Self

Duration: 1 round per caster level

Area of Effect: Self

Components: V, S, M

Casting Time: 6

Saving Throw: N/A

Description: The transformation of water summons forth raw elemental energy and transforms the caster from a physical creature into a divine being that appears to be formed from the ocean itself.  When cast the transformation of water alters the casters appearance radically; their hair turns green like seaweed, while the rest of their body turns completely transparent like water with the details picked out in white like foam.  Those who see the caster in this state must save vs spell or flee in abject terror for a number of rounds equal to the level of the wizard.  Those who fail their save and are forced to fight do so at –2 to hit and –2 to saves.

While this spell lasts the caster may swim at a rate of 72’, much faster than any other creature can move through water, but they cannot move further than 100’ from a body of water at least equal to their own size.  The caster can survive in any liquid without the need to breath for the duration of the spell.  While the spell is in effect the caster is immune to all damage caused by electricity, acid, poison, gas, fire and cold, and they cannot be struck by weapons of less than +3 enchantment – lesser weapons simply pass straight through.  All spells from the school of Elemental: Water cast while the transformation is in effect, have random damage and duration maximised.

The transformation grants the caster a special attack, if the caster forgoes any spell casting they may attack any creature in water within a hundred yards of them.  The caster can animate the water that surrounds them to either hold them – any size of creature can be held stationary for one round without a save – or attempt to submerge them – strength test from the victim or suffer 2d6 damage – or sink a ship – seamanship test to remain afloat or the ship begins to sink and will be completely sunk in 1d6 turns.

Casting this spell requires a single flawless pearl worth at least 1000gp, which transforms into worthless sand upon completion of the spell.  In addition, casting this spell is so physically taxing that it ages the caster one full year.  The aging can be removed if the caster consumes the sand mixed with the warm blood of a young calf by a phoenix feather in an ice cup carved by the caster’s own hands from glacier.

(This spell was developed for the world of Saas)

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