Recently I was involved in something that made me think...what is the most important element to good gaming? What elements need to go along for you to actually be able to play?
Flesh to Ice
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. 10 ft./level)
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried
gear, turns into a mindless,
inert ice sculpture. If the sculpture
resulting from this spell is broken,
melted, or damaged, the subject (if
ever returned to its original state) has
similar damage or deformities. The
creature is not dead, but it does not
seem to be alive either when viewed
with spells such as deathwatch. Only
creatures made of flesh are affected
by this spell.
Material Component: Water and a
drop of blood.
Mundane volcanic lands sometimes feature black sand
composed of ground-up cinders. Other than its striking
color, such sand is no different from any other. However,
magical black sand is a vile peril, whether on the scoured
surface of Minethys in the Tarterian Depths of Carceri
(where the Plane of Shadow overlays the Elemental Plane
of Earth) or in lands cursed by foul magic.
Black sand is infused with shadowstuff and negative
energy. A region of black sand literally swallows light;
magical darkness rises to a height of 20 feet over the
surface. Nothing short of a sunburst spell can disperse this
darkness, and even then only for a period of 1 hour per
caster level. In addition, creatures that come in contact
with the sand take 1d4 points of damage per round from
negative energy. Upon reaching 0 hit points, they crumble
and join the black sand.