COLLEGE OF WATER WIZARDS
Modifiers: Area Effect, Continuous, Sticky, Uncontrolled (douse with water to negate), Gestures, Incantations, Requires Magic Skill Roll, Won't work in very dry areas.
Basic Spells
FLOOD
This spell will innundate an area with a powerful flood of water. The blast of water emerges from a single area and flows outward in the direction(s) of least resistance at the rate of 1 area per round until the flow fades away past 10 areas. Knockback occurs in the direction of the flow. Underwater, this spell creates a strong current flowing out radially from the target area. If the magic roll is failed, then the caster is considerably weakened by dehydration. Casting Time: 1 Round.
INSATIABLE THIRST
The target of this spell suddenly develops an insatiable thirst, and must drink whatever fluids are at hand in preference to any other activity. Obviously, the target will be strongly opposed to drinking any liquids that
are obviously harmful. It is possible, but not likely, that the target could drink himself to death given a sufficient quantity of liquid, and failed Endurance rolls. If the caster fails his Magic Skill roll, he becomes insatiably thirsty until he throws off the spell. Casting Time: 1 round.
SHAPE WATER
This spell allows the caster to shape a body of water into any immobile form that will fit within two adjacent areas. The water is held together by a weak force wall which maintains the shape. This spell has few practical
uses beyond serving as a distraction or leaving markers. If the caster has Artist, this spell can be used to produce a good quality likeness. Casting Time: 1 round.
STAY DRY
This spell creates a dome-shaped barrier around the caster which keeps him from getting wet. The dome will also provide some protection from attacks by Elemental Water-based beings. If the caster fails his Magic Skill roll, he suddenly becomes dehydrated. Casting Time: 1 round.
WATER JET
A thin stream of high pressure liquid erupts from the caster's source of water, blasting the target. The jet is strong enough to knock back most victims. If the caster fails his Magic Skill roll, he is struck by the jet of water. Casting Time: 1 round.
WATER SENSE
This spell allows the Wizard to sense movements and density fluctuations in the surrounding water. This form of vision allows him to see, even in total darkness, the types of creatures moving through the water nearby, the
strength and direction of currents, and any fresh or salt water influx. Casting Time: 1 round.
College Spells
ACID CLOUD
When this spell is cast, a melon-sized sphere of highly acidic water flies from the hands of the caster, expanding into a cloud of droplets centered on the target area. The cloud will continue to burn any victims for the spell's duration, unless they manage to douse themselves in water. If the caster fails his roll, the acid spray appears centered on the Wizard. Casting Time: 1 round.
BODY OF WATER
When this spell is cast, the body and possessions of the Wizard appear to melt into a pool of dark liquid. The fluid can move about the floor at the same movement rate as the caster, and can flow through even very small
cracks. If the liquid becomes divided, then the drops flow back together (at the movement rate of the caster) to form a single pool. Should parts of the pool become permanently separated from one another, then the caster is
contained in the largest remaining body of fluid. While the Wizard is protected from normal combat attacks, he is vulnerable to heat or cold. Should he contact a sufficient quantity of dry, moisture absorbant material, such as wool or cloth, then his movement drops to zero until the spell is cancelled. If the magic roll is failed, then the caster is suddenly weakened by dehydration. Casting Time: 1 round.
DROWN
The wizard completely envelops the respiratory system of the target with water. If the water works its way into his lungs, the victim drowns. However, the target can hold his breath to escape the effects of the drain. Anyone who is able to breathe water or has no need to breathe, is not effected. Power defenses will disrupt the watery envelopment, allowing some respiration. If the magic roll is failed, then the caster is weakened by dehydration. Casting Time: 1 round.
PART WATER
This spell lowers a volume of water inside a 2 area radius, and fills the missing space with air. Any objects suspended within the volume of water fall normally, including any fish or other life forms. Since destroying water spell is going against the grain in this college, it takes an added Endurance roll to cast. If the Magic Roll is failed, the caster suffers from dehydration. Casting Time: 1 round.
POISON WELL
This spell will turn a body of water into any poisonous liquid possessed by the caster. A small vial of the poison must be added to the water while the spell is being cast. If the entire body of water is much larger than the transformed quantity, the poison will soon become diluted and lose much of its effectiveness. Any purify water magic will remove the poison from the water. For obvious reasons, the use of this spell is frowned upon by most reputable wizards. Casting Time: 1 turn.
Unique Spells
MAELSTROM
This is one of the most powerful spells in the arsenal of the Water Wizards. Once cast, a powerful downward current is created in the target area, causing a huge, rotating vortex of water to form. At the center of the
vortex the speed of the flow is EX, but it decreases outward at the rate of 1 rank per area of radius. Ships caught within the vortex must escape or they will be dragged down to a watery grave. Because the spell is stationary, it is most effective when cast upon a narrow channel or harbor. Victims caught in the center are grabbed and dragged underwater, suffering physical damage equal to the speed of the flow. If the water is shallow enough, victims will also be dashed against the sea bottom. However, the current slows at the same rate as the vortex. Of course, then they have another problem - how to breathe. If the Magic Roll is failed, the caster becomes extremely dizzy and uncoordinated, requiring several minutes to recover. Casting Time: 5 minutes.
SUMMON WATER ELEMENTAL
This powerful incantation allows the water wizard to summon a Water Elemental. The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of water nearby. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 hour.
Greater Water Elemental
(Realms of Magic)
F- IN
A- PR
S- EX
E- GD
R- PR
I- FB
P- FB
H- 74
K- 8
Specials:
Natural Armor: Since a Greater Elemental is made up of any one of the four basic Earth elements, air, earth, fire, or water, it is extremely difficult to hurt them physically. A weapon composed of the same element as the elemental has no effect on the monster. If the weapon used to strike is magical no body armor is considered. Otherwise their body armor is RM.
Elemental Movement: A living manisfestation of one of the four elements, it is quite simple for Greater Elementals to speed along in its own element. For example, an earth elemental that wishes to move along the ground can leave its form and simply recreate itself farther along in the direction it wants to travel. All of the Greater Elementals move a 1 area per round outside of their element. Within their element their movement rate is as follows:
Air - 7 areas per round
Earth - 4 areas per round
Water - 6 areas per round
Powers: Nature Control IN
A greater elemental can create shields or make attacks of or in whatever element it is composed.
Background: Greater Elementals are strong magical creatures that can be conjured forth from the basic substance of a planet, either air, earth, fire or water. Those that exist on Earth respond most readily to druidic spells and other forms of Nature Magic. Though not actually demons and not usually chaotic, they can be employed in such a fashion by master magic wielders.
Generally a Conjure spell combined with a Nature Control spell is necessary to call forth a Greater Elemental. When they appear, they usually take the form of a humanoid composed of their element. Once vanquished, a Greater Elemental will simply revert back to its inanimate substance.
No Greater Elemental can take form in substances that are mixtures of elements, such as concrete and plastics. A Greater Elemental can pass through substances of which its element composes the primary part. It must reform from its pure element.
SUMMON WATER WEIRD
This powerful incantation allows the water wizard to summon a Water Weird. The Weird will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of water nearby. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 minute.
WATER WEIRD
These strange beings are native to the Elemental Plane of Water, and are all but indistinguishable from their natural environment. However, when they emerge from the water into the air, they take the form of a glassy,
serpentine being. Their bite, while causing little physical damage, drains the life energy from their victim, inducing paralysis. The Water Weird drags the helpless victim into the water to drown, feeding on the fading life essence in some manner. A Water Weird possesses a keen intelligence and can be reasoned with if a means of communication can be found. However they are treacherous and unpredictable beings at best.
WATER WEIRD
F- TY
A- GD
S- GD
E- EX
R- GD
I- GD
P- GD
H- 46
K- 30
R- N/A
P- (-15)
Powers: Growth- permanent GD (12")
Phasing (affected by heat, cold), only works in water
Invisiblility- Always On, Only while in water
Life Drain RM, only after target is grabbed
Mind Control MN, no range, only versus Water Elemental beings, once per day
Regeneration RM
Half damage vs. Physical and Energy attacks
Life Support (doesn't breathe, eat, excrete or sleep; immune to disease and aging)
Hyper-Swimming EX
Talents: Concealment, Stealth, Water Elemental plane.
Disadvantages:
Distinctive Features
EX damage from cold attacks
takes double damage from Purify Water
+1CS Effect from water manipulating powers
Violent, hostile, treacherous, unpredictable
Psych. Limitation: kill by drowning
Psych. Limitation: Wants to return to home plane
Physical Limitation: Body must contact water
Physical Limitation: Sluggish in cold environments
SYRUPY LIQUID
With this spell, the Wizard is able to increase the viscosity of a body of liquid, slowing the movement of any objects through the fluid. The thick liquid has no effect upon the caster. If the caster fails his Magic Skill roll, his bodily fluids thicken, aking actions more difficult. Casting Time: 1 round.
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