Condense Water
(Alteration)

Range:  60 yards
Components:  V, S, M
Duration:  Permanent
Casting Time:  1 round
Area of Effect:  10 square feet + 1 square foot per level
Saving Throw:  None

When casting this spell, the caster condenses water out of the air, the water collects as dew on any appropriate surface or in a specially prepared container. The water is not magical, it is simply condensed out of the surrounding air the amount of water condensed is related to the relative humidity. The centre of the spell can be located at any point up to the maximum range of the spell. The spell creates 2 ounces of water per 10 square feet of the area of the spell, assuming up to 10% relative humidity (see the table below for higher humidity). If the area of effect is not at an even number such, as at fifth level (15 square feet), the caster should get, at 10% humidity, 3 ounces of water, or 2.2 ounces at sixth level, etc., until you get 4 ounces with 20 square feet, at tenth level. Consult the following table:

	Humidity	Water Condensed
	up to 10%	2 ounces
	11-20%	4 ounces
	21-30%	6 ounces
	31-40%	8 ounces (1 cup)
	41-50%	10 ounces
	51-60%	12 ounces
	61-70%	14 ounces
	71-80%	16 ounces (2 cups)
	81-90%	20 ounces
	91-100%	24 ounces (3 cups)

The material component is a pinch of very fine river or sea silt, tossed into the air when the spell is cast. The water simply condenses on all nearby surfaces (trees, rocks, ground, characters, and especially metal). At fifth level, the condensed water can be directed into a specially constructed flask or jar. The somatic component is tracing the square in the air and then pointing toward where the centre of the spell will be.
This spell can only be cast once in any particular area as it does drain the liquid out of the air. The air around the spell's area of effect will decrease in relative humidity by 10%. It may take two to eight (2d4) turns for the moisture level to return to a level where the spell could be cast again.
Note: Athas is a very dry place, normal humidity runs at less than 10%, Athas is similar to a high dry desert. A lucky character might meet 20% to 40% humidity near a large river or lake, not a well, stream, or even a geyser. The only place that a character might find humidity over 50% would be in the Halfling Jungle of the Ringing Mountains' forest ridge. Needless to say if this spell was cast by a high level preserver in one of these areas of high humidity, it could be dangerous.

