This spell is a part of the Thirst spell chain and is in the Thirst rune stone.
This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d12 uses of water to reverse the spell. By the third round if the target has failed to do so, the target is dead. If the target kills the spell caster, the spell will end. As this is technically a status effect, dispel or death of magic will not end its effects. The target can only drink 1 use per round and cannot attack, move, cast spells, defend, or take other actions. Therefore unless the target is lucky enough to roll really low, this spell is a death sentence. Each round that the target goes without fulfilling the needs to drink 3d12 uses of water different effects happen:
- Round 1: Lethargy - Movement reduced by half, -2 to all trait checks
- Round 2: Confusion sets in - Hard -2 Insight checks to determine reality from fiction and friend from foe
- Round 3: Desperation - target becomes frantic and scared, suffering from hallucinations and will attempt to "drink" anything.
After Round 3 the target suffers neurological collapse falling into a full on seizure which is followed by death.Â
Potential Save: This spell can be resisted if the target makes an Impossible -1 Endure check. If the target had the spell "Quench" used on them before battle, the Endure Check becomes a much easier to reach Normal Endure check. Otherwise the target must depend upon their allies who all can use their support actions to give the target water at 1 use per action, and who the target must hope can kill the dehydramancer.
Weapon Effect: Hypernatraemia
Critical Hit causes dehydration status effect.
