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School transmutation; Level sorcerer/wizard 2
Casting Time
1 standard action
V, S, M (water)
one object
1 round
Saving Throw
none; Spell Resistance yes

This spell transforms a pint of ordinary water into an inert liquid stored with potential energy of a type selected during casting (acid, cold, electricity, fire, or sonic). The spell may be cast on a liquid in a container or water poured over a melee weapon, missile weapon or gloves during a fight. Creatures impacted for at least 1 hit point of lethal damage by an object coated with
firewater suffer an additional 1d4+1 hit points per level damage (maximum 10) for consecutive rounds equal to the level of the caster (maximum 5). If thrown in a container, you must succeed on a ranged touch attack to hit your target. Firewater doesn't cause splash damage and can only be used to target an opponent to have any effect, not a grid intersection. Otherwise the liquid lasts only until the next combat round before evaporating harmlessly.