Waters of Lamashtu

Conjuration (Creation) [[[[]]]]

Level: Alchemist 2, Cleric 3, Druid 3, Oracle 3, Witch 3

Casting Time 1 Standard Action
Components V S M F DF
Range Close (25 ft. + 5 ft./2 levels)
Area Up to 1 draft of the waters of Lamashtu per 2 levels
Duration Instantaneous, D, P
Saving Throw Fortitude partial
Resistance No


This spell generates what appears to be clear, pure water, but is in fact a foul secretion known as the waters of Lamashtu.

The liquid functions in all the same ways as unholy water (see curse water). In addition, any creature that is anointed with or drinks this fluid must make a Fortitude save (drinking the waters of Lamashtu is particularly effective — creatures who drink the stuff take a –4 penalty on their save to resist its effects). Success causes the creature to become violently ill, vomit the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root and drives the victim mad (dealing 1d6 points of Intelligence damage) and twists and deforms the body (dealing 1d6 points of Dexterity damage).

The subject’s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces of the waters of Lamashtu, enough for one draft or use (if bottled) as a thrown weapon. The fluid can be created and stored indefinitely, though it cannot be created inside a creature. Extensive exposure to the waters of Lamashtu (such as drinking nothing else for months at a time) can have other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on the GM’s whim (these mutations are rarely, if ever, beneficial to the victim).

This spell requires 250gp of powdered amber.

This spell can be made permanent.

Most content is Copyright 2000, Wizards of the Coast, Inc..