Supercool/Superheat Water (3.5e Spell)
Rate this article
Discuss this article
|Transmutation [Cold, Fire, Water]
|1 standard action
|Long (400 ft. + 40 ft./level)
|Up to 10 cubic feet of water/level
|1 hour/level (D) or until discharged
With a single tap, the entire bathtub froze solid.
You can render water either supercool or superheated in a supercritical state. When jostled, supercooled water abruptly takes on solid form, while superheated water violently boils and erupts into steam. This spell is a Cold or Fire spell respectively.
When supercooled water is triggered by any movement large enough to create waves, it freezes solid dealing 1d6 cold damage/level (maximum 20d6), and forcing a Reflex save or leaving the creature affected immobilized inside of it. A successful save halves the damage and negates immobilization. If they were fully submerged at the time, they continue to take 1d6 cold damage each round they are stuck inside, and must hold their breath. They can break out of the ice with a DC 15 Strength check as a full round action.
When superheated water is triggered, it explodes into steam. Creatures take 1d6 fire damage/level (maximum 20d6), though this fire damage bypasses immunity and resistance to fire and forces a Reflex save or be covered in horrible burns, leaving them with the burning condition for 2d6 rounds. A successful save halves the damage and negates burning. If they were fully submerged at the time, they are forced to the surface as they are carried up by the rising steam bubble.
Supercooled and superheated water appear identical to normal water, but close inspection may discover it radiating or absorbing heat. You can cast this on a body of water larger than your caster level allows, but the water disperses after 1d4 rounds.
|V + and S +
|Cold +, Fire + and Water +
|3.5e Spell +
|Druid 5 +
|Render a pool of water supercooled or superheated. With the slightest jostle, it abruptly changes state. +
|Superheat Water +