Transmutation [See text]
Level: Blackguard 2, Paladin 2, Water 2
Components: V, S
Casting Time: 1 standard action
Target: One flask of water
Duration: One hour/level
Spell Resistance: No
Saving throw See text
Spell Points: 3
The water’s properties show themselves plainly, once you have recited your blessing.
You imbue a flask of water with the power of an alignment. At the time of casting, choose the alignment with which you wish to imbue the water. The spell gains an alignment descriptor corresponding to the chosen alignment.
A flask of aligned water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the aligned water out onto the target. Thus, you can douse an incorporeal creature with aligned water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
Good: Good water is referred to as holy water. If studied closely, holy water appears to possess a slight inner luminescence. A direct hit by a flask of holy water nauseates an evil creature for 1d4 rounds unless it succeeds on a Fortitude save. Undead creatures and evil outsiders take a -4 penalty on the saving throw. This bypasses an undead creature’s immunity to nausea and effects that require a Fortitude save.
Evil: Evil water is referred to as unholy water. Unholy water never visibly reflects light, regardless of the surrounding brightness. A direct hit by a flask of unholy water blinds a good creature for 2d4 rounds unless it succeeds on a Fortitude save. Good outsiders take a -4 penalty on the saving throw.
Lawful: Lawful water is referred to as axiomatic water. Axiomatic water always returns immediately to stillness, regardless of how much it is stirred. A direct hit by a flask of axiomatic water dazes a chaotic creature for 1d3 rounds unless it succeeds on a Will save. Chaotic outsiders take a -4 penalty on the saving throw.
Chaotic: Chaotic water is referred to as anarchic water. Anarchic water boils, spills, and bubbles at the slightest provocation. A direct hit by a flask of anarchic water stuns a lawful creature for 1d3 rounds unless it succeeds on a Will save. Lawful outsiders take a -4 penalty on the saving throw.
Each applicable creature within 5 feet of the point where the flask hits is subjected to the indicated condition for only 1 round, and gains a +4 bonus on the saving throw.
Augment: For every 2 additional spell points you spend, this spell affects an additional flask of water.