Steam Blast
- SchoolEvocation, Water
- ComponentsV, S, M
- Range0
- AreaSpecial
- Casting time3
- Duration3 to 5 rds.
- Save2
The steam blast spell creates a billowing cloud of scalding water vapor. The blast forms a cone 40 feet long and 10 feet wide at its terminus. The vapor surges forward from the open arms of the caster and fills the entire area of effect instantly. It remains for 1 round per two levels of the caster (round up), to a maximum of 5 rounds.
Creatures composed of mist or fog (crimson deaths, crystalmists, vampiric mists, etc.) are immune to the spell. Otherwise, the scalding vapors immediately inflict 1d6 points of damage per level of the caster, to a maximum of 10d6 (save vs. spell for half damage). Elemental creatures based on water or air take only half damage (save for one-quarter).
In addition, air-breathing creatures must save vs. breath weapon or pass out for 3d4 rounds from choking, taking one additional point of drowning damage per round until revived or removed from the area of effect. Those who successfully save are blinded for as long as they remain in the vapor and for 1d2+1 rounds after leaving it.
The steam also causes heat and water damage to exposed items. Items carried by a creature making a successful saving throw are unaffected; otherwise, a saving throw vs. normal fire determines if they are ruined.
Underwater, the steam dissipates immediately after inflicting its first damage.
The material components of this spell are two tea leaves and a pinch of wet, powdered sulphur or a drop of mist dragon spittle.
Notes: Very rare spell. (Updated from Dragon Magazine.)
Sources: Dragon Magazine · Wizard's Spell Compendium