arrow Format Edit by Sey - 12/27/05 3:30 PM EST
----------Water Spells----------
Rank I: Apprentice/Initiate of Water arrow Ice Arrow - Casting the spell
Ice Arrow allows a mage to fire an arrow formed of ice and water elemental energy, causing minor water damage. For each advancement in rank, water mages acquire an additional two arrows.
Spell Duration: -- | Casting Range: 30 feet | Target Number: 1+ 2/rank beyond Apprentice | Casting time: Instantaneous arrow Purify - By laying his hands upon the form of a victim, a water mage may use the spell
Purify to remove the status ailments Poison, Burn, and Sleep from a single target.
Spell Duration: -- | Casting Range: Touch | Target Number: 1 | Casting time: Instantaneous arrow Naiad's Tear - Calling on the tiny spirits of winter frost, this spell allows the caster to cause the status effect Frozen in one target +2/rank beyond Apprentice.
Spell Duration: 5 minutes | Casting Range: 30 feet | Target Number: 1+ 2/rank beyond Apprentice | Casting time: 3 seconds arrow Freeze - This spell allows the caster to freeze up to 10 liters + 5/rank beyond Apprentice of water into any shape she desires. This spell does not affect living organisms, and cannot freeze any substance other than water.
Spell Duration: - | Casting Range: Sight | Target Number: 10 liters of water + 5/rank beyond Apprentice | Casting time: Instantaneous arrow Watercall - Allows the caster to summon a volume of fresh or salt water equal or less than 5 liters + 5/rank beyond Apprentice.
Spell Duration: -- | Casting Range: -- | Target Number: -- | Casting time: Instantaneous arrow Gills - Allows the caster to breathe underwater for 5 minutes + 5 minutes/rank beyond Apprentice.
Spell Duration: 5 minutes +5/rank beyond Apprentice | Casting Range: Self | Target Number: Self | Casting time: 10 seconds arrow Cloak of Fog - Summons a dense cloud of fog to conceal the caster's presence. The fog cloud lasts for up to 5 minutes before dissipating entirely. The fog covers an area of approximately 30 feet x 30 feet x 10 feet, and limits visibility to 5 feet in front of the viewer (this includes the caster and her friends).
Spell Duration: 5 minutes | Casting Range: Sight | Target Number: -- | Casting time: Instantaneous Rank II: Journeyman/Acolyte of Water arrow Ice Javelin - Casting the spell
Ice Javelin allows a mage to launch a single spear of ice six inches in diameter at an opponent, causing moderate water damage.
Spell Duration: -- | Casting Range: 30 feet | Target Number: 1 | Casting time: Instantaneous arrow Healing Circle - By drawing a line with blue chalk or water in a circle with a diameter of 20 feet, the caster invokes the purifying and healing properties of water, healing minor wounds of those within the circle and relieving the status effects Poison, Blind, Burn, and Sleep.
Spell Duration: -- | Casting Range: -- | Target Number: Those within the circle| Casting time: 10 seconds arrow Marid - Allows the caster to summon up to three minor water elementals to do his bidding. Each elemental is capable of causing minor damage to a single target before disappearing back to the Elemental Plane of Water. If the elementals are not banished or destroyed before 30 minutes have elapsed, they depart for the Water Plane of their own accord.
Spell Duration: 30 minutes | Casting Range: Sight | Target Number: -- | Casting time: 10 seconds arrow Protean Prison - A complex casting, this spell summons up chains and bars formed of elemental ice, ensnaring one victim +1/rank and holding her for up to 30 minutes, causing minor water damage every 10 minutes until the end of the spell's duration.
Spell Duration: 30 minutes | Casting Range: 30 feet | Target Number: One +1/rank | Casting time: 5 seconds arrow Waterfall - The second spell in the
Watercall series, this spell allows the caster to summon up to 30 liters + 5/rank of water from the air around her. If called above a target's head, the fall of the water causes moderate physical damage.
Spell Duration: -- | Casting Range: 30 feet | Target Number: -- | Casting time: Instantaneous arrow Cold Burst - Bone-chilling cold spirals out from the caster in waves of blue elemental energy, causing the status effect Frozen in those caught by the blast, as well as minor water damage. The blast radius is 10 ft x 10 ft x 5 ft, and affects all within its scope, including those friendly to the caster (though not the caster herself). The status effect Frozen lasts for 5 minutes, or until cured.
Spell Duration: 5 minutes | Casting Range: 30 feet | Target Number: Those caught in the blast | Casting time: 3 seconds arrow Frost Mail - By coating his body in a sheathe of water elemental energy, the caster gains the ability to defend against physical attacks. Damage from physical attacks is reduced by one category, to a minimum of minor. This spell lasts for up to 30 minutes, after which it must be recast.
Spell Duration: 30 minutes | Casting Range: Self | Target Number: Self | Casting time: 2 seconds arrow Riverwalk - This spell grants its caster and two + 2/rank beyond Journeyman people the ability to walk upon the surface of water. The water must be relatively still (meaning no walking on enormous, tsunami-force waves, though a swift river's current would not inhibit the spell). This spell lasts for 30 minutes, after which it must be recast.
Spell Duration: 30 minutes | Casting Range: Self | Target Number: 2 +2/rank beyond Journeyman | Casting time: 2 seconds arrow Scry - Using a surface of water or ice, the caster may spy on a person or an area she has seen before. It is traditional to cast this spell with a short rhyme, but unnecessary to the actual casting. A water mage may scry up to 5 minutes/rank before the casting is exhausted, and may only use this spell 3 times in one day.
Spell Duration: 5 minutes/rank | Casting Range: Touch | Target Number: -- | Casting time: 10 secondsRank III: Master/Monk (Maiden) of Water arrow Poseidon's Gait - Calling upon the blessings of the god of waves and water, the caster gains the ability to move freely in water as if it was air, the ability to breathe either fresh or salt water, and is able to impart this ability to 2 +1 friendlies/rank. The spell lasts for three hours, after which it must be renewed.
Spell Duration: 3 hours | Casting Range: Touch | Target Number: 2+ 1/rank | Casting time: 10 seconds arrow Ice Storm - Massive shards of elemental ice fall from a height chosen by the caster (which can range anywhere from high in the sky to only a few inches above the ground), causing major water damage to all those caught within the
Ice Storm. Those caught in the spell's blast radius receive the status ailment Frozen in addition to the water damage. Each of the ice shards freezes on the surface where they land into a layer of ice two inches thick, and that remains for up to ten minutes.
Spell Duration: 10 minutes | Casting Range: Sight | Target Number: Those caught in the storm | Casting time: 5 seconds arrow Waterthrall - The third level of the
Watercall series, this spell allows the caster complete control of a large volume of water. For each rank the water mage has gained, she may control up to 10 liters of water (for instance, a Water Monk may control 30 liters). The caster may do anything she wants with it, including propelling it at an enemy. If directed at enemies, the deluge of water causes major physical damage to one target, moderate physical damage to three targets, or minor physical damage to six targets. The caster also gains control of the water's temperature between freezing (0 degrees) and boiling (100 degrees).
Spell Duration: -- | Casting Range: 30 feet | Target Number: 1, 3, or 6 | Casting time: 3 seconds arrow Healing Rain - Summoning a soothing rain shower of elemental water, the caster heals the wounds of all friendly units within the spell's area of effect.
Healing Rain recovers moderate and minor wounds in all targets, as well as removing the status effects Stone, Poison, Sleep, Burn, and Blind. The rain covers an area of 10 ft. x 10 ft. x 5 ft, centered on the caster.
Spell Duration: -- | Casting Range: Self | Target Number: Those in the area of effect | Casting time: 5 seconds arrow Ice Shield - The caster summons a pyramid of elemental ice to defend her against physical attacks. While this spell is in effect, the caster may not move, but the
Ice Shield reduces physical damage by one category, and provides total protection from minor physical damage. This spell lasts for ten minutes or until dispelled.
Spell Duration: 10 minutes | Casting Range: Self | Target Number: Self | Casting time: 2 seconds arrow Barrier of Water - Calling up a spherical barrier of elemental water, the caster gains protection from magical damage. The
Barrier of Water moves with its caster and reduces damage from all spells by one category, while providing complete protection from minor and moderate fire damage. This spell lasts for ten minutes or until dispelled.
Spell Duration: 10 minutes | Casting Range: Self | Target Number: Self | Casting time: 2 seconds