AD&D 2nd Edition

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Divine Magic - 6th Level

Transmute Water to Dust

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
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Sphere: Elemental (Water, Earth)
Range: 60 yards
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: 1 cubic yard/level
Saving Throw: Special

When this spell is cast, the subject area instantly undergoes a change from liquid to powdery dust. Note that if the water is already muddy, the area of effect is doubled, while if wet mud is present, the area of effect is quadrupled. If water remains in contact with the transmuted dust, the former quickly permeates the latter, turning the dust into silty mud, if a sufficient quantity of water exists to do so, otherwise soaking or dampening the dust accordingly.

Only the liquid actually in the area of effect at the moment of spellcasting is affected. Potions that contain water as a component part are rendered useless. Living creatures are unaffected, except for those native to the elemental plane of Water. Such creatures must roll a successful saving throws vs. death or be slain; however, only one such creature can be affected by any single casting of this spell, regardless of the creature’s size or the size of the spell’s area of effect.

The reverse of this spell is simply a very high-powered create water spell that requires a pinch of normal dust as an additional material component.

For either usage of the spell, other components required are diamond dust of at least 500 gp value, a bit of seashell, and the caster’s holy symbol.