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The Magic of Salt
The Magic of Salt

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Healing Touch of Salt (Salt, Necromancy)

Level: 1
Range: Touch
Components: V, M
Area of Effect: 1 being
Casting time: 1
Duration: Permanent
Saving throw: None

After casting this spell the caster touches the subject, the spell's energy then seals all of his bleeding wounds, even if they were caused by a sword of wounding, by creating a thin layer of salt on their surface. Due to the salt's stinging the recipient will suffer -1 to all of his rolls for the next 1-4 hours while the wounds close.

The material component is a bit of salt that is touched to the recipient.

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

Consult the Mimir Again