Foul Water
Area
Renders water undrinkable. Foul water is readily recognizable by its
uninviting color and smell, whereas fouled beer or wine may be more difficult
to detect. Anyone foolish enough to drink it must make a HT roll. On a
successful roll, he merely feels sick and loses 2 HP. On a failed roll, he is
seized by painful stomach cramps, losing 1d+1 HP; he is at -3 for all skills
until the lost HP are restored.
Foul water also fails to satisfy thirst, and cannot support fish or
other water-dwellers (a fish of any sort slowly suffocates in fouled water; a
sea-mammal becomes ill from ingesting it). In a body of water, the foul
water is eventually diluted to harmlessness; if cast in a mountain stream,
for instance, this spell effectively lasts only a second or two.
Base cost: 3.
Prerequisites: Purify Water and Decay.
Item
Staff or wand. The item must touch the subject water.
Energy cost to create: 100.