(Alteration)
Range: 30 yds. + 10 yds./level Components: V, S, M
Duration: Instantaneous Casting Time: 2
Area of Effect: 30-ft. radius Saving Throw: Neg.
Marinise affects metal as if had been submerged in choppy salt water for decades. At third level, a caster can affect two objects, and for every two levels beyond third, one additional item may be affected. Targetted objects that fail to save vs. disintegration corrode and rust the instant the spell is cast, attended items may be further affected, as outlined in the table below*. Magical items automatically succeed their saving throw and are unaffected by this spell. Objects weighing more than 10 pounds per caster level are similarly unaffected. The caster must have line of sight to objects targetted.
Roll on 1d12 Effect
1-2 Temporary - 50 years marinisation.
9-11 Accelerated - 250 years marinisation.
*Roll against the table once for all affected items.
Temporary: items become rusty and unweildy. Metal armor becomes worse by 2 points of armor class, weapons suffer a -2 to hit and damage rolls. Buckles, clasps and other attended metallic objects become stuck, requiring an appropriate ability check to use. These effects wear off after 1 round / caster level.
Normal: items rust to the point of becoming brittle and useless. Weapons break, and armor crumbles away. Any unattended metallic objects targetted are always affected this way.
Accelerated: items appear to melt, as the effects of the sea water turn them to bottom muck. The gooey slag clings to flesh and skin hindering movement and reducing the targets effective Dexterity to 4. It requires one full round to remove.
For example, Rath, a 7th level mage casts marinise on a group of attacking bandits, armed with swords, and wearing chainmail armor. He can affect 4 items at 7th level. He selects 4 suits of chainmail, within a 30-ft. radius. Three suits fail their save vs disintegration. Rath rolls an 12 on a d12 - denoting the Extreme effect. Those three suits of chainmail turn to fine mist of iron particles, and each bandit wearing an affected suit of chainmail suffers 4d6 damage.
The material component of this spell is crystal hourglass, wrought with high quality brass, filled with seawater. This houglass must be worth at least 100gp, and is not consumed during casting.
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