WaterSpellsWATERWater spells affect water and all other liquids. However, they cannot affect blood or other bodily fluids, unless it exists outside of the body or the spell is combined with the Body Form. First Circle: InitiateEyes of Asclepios (Know Water)
R: Touch, D: Conc, T: Ind, A: Non
Determines all the mundane properties of a liquid that you touch.
Touch of Pearls (Unveil Water)
R: Touch/Reach, D: Conc, T: Ind, A: Non
Much like a pearl can do, the spell determines whether a liquid you hold or touch is poisonous. Not surprisingly, utilizing a pearl makes this spell far more accurate.
Bacchus' Lament (Cantrip Water)
R: Touch, D: Perm, T: Ind, A: Non
This simple cantrip allows the caster to remove the inebriating properties from an alcoholic beverage by making the ethanol inert; thus preventing the organic reaction which causes drunkenness. However, the spell does not remove any poisons or other negative properties of the drink. Also, due to the Permanent Duration of the spell, a dismissal spell will cause the ethanol to immediately revert back to its original state (possibly resulting in serious injury or death, if the person has consumed a great deal of alcohol and not had enough time to 'process' it).
Cloak of Duck’s Feathers (Cantrip Water)
R: Touch, D: Sun, T: Ind, A: Non
This cantrip makes water run harmlessly off the target, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water.
Second Circle: ApprenticeNeptune’s Hand (Rule Water)
R: Close, D: Conc, T: Ind, A: Inv
The caster creates a 3-foot-diameter cone of water that sprays from his outstretched arms towards the target. During these rounds, the caster must maintain concentration. Anyone hit by this gusher of water takes minor damage and must make an Athletics test or be sent flying back.
Branwyn’s Womb (Ward Water)
R: Near, D: Conc, T: Pers, A: Non
The caster creates a 10-foot sphere of breathable water around themselves (and others close by). This sphere can deflect most missile and impact weapons, providing the people inside with a virtually impenetrable shield. However, the caster can do nothing but maintain the shield and anyone with them cannot attack outside the sphere. Note: If cast underwater, this spell creates a sphere of air.
Perpetual Drought (Veil Water)
R: AC, D: Moon/Sea, T: Room, A: Non
The caster creates an illusion around a small body of water, making it appear as if it is dried up. This spell is very useful during war-time, hiding potential water sources from the enemy.
Third Circle: DiscipleKiss of the Lorelei (Fray Water)
R: Near/Sight, D: Inst, T: Ind/Group, A: Inv
This spell fills a target’s lungs with water. The target falls to the ground and can do nothing but cough up water. An medium Atheltics test averts drowning, but the target is still incapacitated for at least three minutes as he clears the water from his lungs.
Aipalovik’s Crushing Embrace (Weave Water)
R: Far/Sight, D: Inst, T: Room, A: Non
Fills water in a circle 10 paces across with large, jagged chunks of ice that pound against anything on the water’s surface. The ice can punch holes in small boats but does not damage ships. Any swimmers in the area, however, can be cut to ribbons, suffering serious damage and will likely drown unless they pass a serious Athletics test.
Esotre’s Reprieve (Perfect Water)
R: Touch, D: Inst, T: Room/Stuc, A: Non
This spell purifies a body of water, making it clear and safe to drink no matter how stagnant it may have been. This also purifies any poisons that might be in the water, as well.
Fourth Circle: AdeptForm of the Undine (Transform Water/Body)
R: Touch, D: Conc/Temp, T: Pers/Ind, A: Non
The caster transforms themselves (or willing individual) into a liquid substance that is immune to most attacks. However, the target cannot cause physical harm, unless they grapple someone (i.e., drown them). This form has additional benefits such as slipping through cracks or holes.
Curse of the Ghul (Unweave Water)
R: Near/Sight, D: Inst, T: Ind, A: Inv
Removes most of the fluid from the target’s body, doing significant damage. The target must drink within an hour of being struck with this spell, or it will likely die.
Caillech’s Swirling Tower (Compel Water)
R: Sight, D: Conc, T: Stuc, A: Non
Cast upon a large body of water, the mage forms a waterspout that moves under her mental direction. It causes a medium damage to anyone it impacts. In addition, those struck must make an Athletics test to avoid being sucked up by the waterspout. Those who fail are helplessly pulled into the spout and begin to drown immediately. When the waterspout fails, they fall up to 20 feet to the water’s surface. To direct the waterspout across land, they must include an Air requisite at the time of casting.
Fifth Circle: MasterCall Undine (Conjure Water)
R: Near, D: Moon/Sea, T: Ind, A: Inv
The caster calls an Undine into their service. The caster must go to a body of water and pay homage to the creature, making appropriate sacrifices and gestures. The undine will then serve the caster for a lunar cycle (or season).
Triton’s Fury (Summon Water)
R: Touch/Sight, D: Conc, T: Stuc, A: Non
The caster influences a body of water, much like a lake, river, or harbor. Immediately, white-capped waves begin to form and transform into a raging wall of water over 20 yards high and 100 yards wide. The sheer noise of this effect will alert people within several miles radius. This enormous wall then flows like a tsunami in the caster’s chosen direction. It will destroy small buildings, fields, people, small trees, etc until it finally ebbs and retreats.
Cockatrice’s Blood (Dismiss Water)
R: Touch, D: Inst, T: Area, A: Non
The opposite of Esotre’s Reprieve, this spell ruins a body of water up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area. If the venom from a dragon is available, a drop is let into the lake. The corruption begins there, and is always strongest at that spot.
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