Life Water
- SchoolAlteration, Necromancy, Alchemy, Province: Sea Water
- ComponentsV, S, M
- RangeTouch
- AreaUp to 1 gallon
- Casting time9
- DurationSpecial
- SaveNone
This spell transforms any liquid into a sweet-smelling serum that heals wounds and cures blindness, disease, poisoning, rotting (including “mummy rot”), magical feeblemindedness, and fungal growth (such as the transformation of flesh into green slime). Even life-threatening wounds are healed; lost limbs and organs regenerate instantly when the miraculous life water is applied. A severed head cannot be restored, however. As wondrous as the serum is, it cannot bring a slain creature back to life, nor it can it restore a magically transformed creature to its original form. One gallon of the serum entirely cures one man-sized being of all the ailments listed above, restoring all lost hit points in the process. A typical water skin filled with life water can cure one condition, or restore 3d8 points of physical damage. Immersing even a partial body in life water can restore the complete form, provided the body is not dead. (Any leftover body parts are worthless.) The serum is a topical treatment. As it is used, it is absorbed by the recipient and disappears. A pool created by this spell can be completely absorbed by several healings.
Any liquid can serve as the material component of this spell-even a liquid devised by magical means. Leftover serum reverts to its original condition with the next setting of the sun.
Notes: Restricted to casters from Arabian settings or those trained by them. DM might allow research by alchemists or (optional) Healer mages. DM might also allow training by a suitable mentor, particularly characters native to the Anauroch region of the Forgotten Realms setting.
Optional: The: DM may restrict the casting of this spell to once per week.
Sources: Wizard's Spell Compendium