These spells were created in the year 512 by the wizard Arneth the Cautious in the town of Stock.
Components: V, S, M
Duration: 1d4+1 rounds per caster level
Casting Time: 1 round
Area of Effect: 20-ft radius
Saving Throw: ½
This spell destabilizes a large stone object, laying an enchantment within it that waits, latently, for the duration of the spell. If the stone is hurled (by any means: magical, mechanical, or by giant), the enchantment will be triggered. When let loose, it causes the boulder or other masonry to rip itself to pieces, flinging dangerous shrapnel and stone dust in a twenty foot radius from wherever the missile impacts. This means the stone does not do regular damage as a siege weapon.
In order to cast this spell, the wizard must pace around the stone, tracing runes in glowing liquid fire with his fingertips. This process lasts for one full minute before the enchantment is complete, and if the wizard is interrupted during this time, the potency of the spell is lost. The runes vanish almost as soon as they are written, laying the magic into the stone.
The shattering, violently splintering stone, sends jagged pieces flying in all directions, doing 1d10 (to a max of 8d10) points of damage for every level of experience of the caster, meaning a wizard with six levels of experience would roll 6d10 for their damage. A save vs. breath weapon is made by anyone within the radius of the blast. A successful save lowers the damage by half. Even those who save will be temporarily stunned if they are caught within the blast, unable to act on their next action.
The material component is the boulder itself, which must generally be of a size equivalent to the ammunition used for a catapult, trebuchet, or giant-thrown stone.
Components: V, S
Casting Time: 2
Area of Effect: One object or creature
Saving Throw: Special
The spell Dry Matter removes the liquid content from a physical body. Typically, wizards would use this for tomes, scrolls or clothing. It could also be used to empty a glass or vial, potentially, if it were stoppered with cork. Something completely sealed, so as to not be porous, would not be effected by the spell, i.e. a bottle stopped with wax, a chitinous shell, etc.
The virtue of the spell is such that anything damaged by water within a certain amount of time (1 hour per level of the caster) can be successfully recovered; this includes ruined books, scrolls, etc. Inks are dehydrated into dust that can be later re-used. The spell can only affect matter up to one cubic foot per level of the caster.
Leather can be cured with the use of this spell, and its power is such that organic ingredients can be prepared instantly, drying them instead of pickling them, for later use by the wizard as components.
The spell effects living things as well, dehydrating them for 1d4 points of damage per caster level. Alcohol exacerbates the effect of this spell on the living, giving a +1 to damage.
Dry Matter does not remove smells.