Dehydrating Ray (3.5e Spell)
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|Casting time:||1 Standard Action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Saving Throw:||Fortitude Partial|
"Yes yes my paladin friends, bringing back the Princess to the castle is indeed a difficult task. But trust me, I have a way of hiding her from sight..."
This spell fire a dark orange ray which suck out the moisture out of living matter, a struck creature take 1d6 damage per caster level, a successful Fortitude save reduce the damage to 3d6. If a creature is brought to 0 hit points or lower, it is reduced to dust much like a disintegrate spell, leaving it equipment behind. This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster (maximum 20d8). A water elemental slain by this spell is completely disintegrated, leaving nothing behind.
However unlike disintegrate, if the dust of a creature slain by this spell is mixed with at least 1 gallon of water the creature is rehydrated and appears in the square with no equipment as if it was brought back as per raise dead but with no level loss. If enough of the dust was missing when the creature is rehydrated it immediately dies. If the creature was revived while dehydrated, the body will reappear but the target will be dead, this apply even if the creature was slain after being revived before being hydrated.
This spell has no effect on non-organic and non-corporeal creature, it can be used on organic object (such as food) without problems.
|Article Balance||Very High +|
|Component||V + and S +|
|Identifier||3.5e Spell +|
|Level||Sorcerer/Wizard 5 +|
|Summary||A spell which dehydrate a creature into powder which can be hydrated to bring back the creature. +|
|Title||Dehydrating Ray +|