Magic: Sphere of Water
Magic: Sphere of Water

The Sphere of Water concerns itself primarily with, of course, water. Spells in this Sphere cause water to condense or evaporate, to change temperature, to physically move about, and to combine with or separate from other substances. Considering how much water makes up the bodies of living beings, there is a great potential to have direct effects on them, but this is limited by an inherent resistance that living beings have to magic that directly affects their physical or mental being. (Therefore, it is easier to act on inanimate fluids.) At greater power levels, Water Mages can even affect the weather.


Ice Mages

Some Mages specialize in a sub-set of the Sphere of Water, becoming known as Ice Mages. They tend to have greater aptitude at spells dealing with the cold and with ice, but at the expense of the wider range of effects available to this Sphere. Spells that fall within the repertoire of Ice Mages are listed below with an asterisk (*) beside the name.

In game terms, the exact advantage an Ice Mage has over a Water Mage of comparable power level is hard to quantify. For the sake of pulling numbers out of the air, an Ice Mage has roughly a 50% better chance of successfully casting spells, and a comparably greater degree of control over specific effects of his spells than a Water Mage attempting the same effects. Where a Water Mage of a given power level could create a snowman with a spell, an Ice Mage could go a step further and sculpt the snowman to roughly resemble a specific person in appearance.

Ultimately, the distinction is at the discretion of the GM, but a basic rule of thumb is that if an Ice Mage is going to be restricted in what he can do, he should be that much better at what he specializes on, compared to a Water Mage of the same power level.


Cantrips

  • Congeal
    This cantrip causes a small amount of water (roughly equivalent to that from a cup of water) to become apparently more viscous in its flows. This could conceivably be used to halt the spread of some water (or water-based drink) that has been spilled on a table, before it spills off onto the floor. (Simply using a towel, however, would be far more efficient.) It has no effect on liquids inside a living body, and the effect lasts only so long as the caster continues to chant.
  • Cool*
    Repeated chanting of this cantrip can keep the caster comfortably cool in hot weather. A modification of this spell allows the caster to keep comfortably warm in cool weather. The practical result of this spell is roughly equivalent to the mage having a portable electric fan to carry around, or a windbreaker jacket. It will not protect against harsh weather extremes.
    For Ice Mages, this spell is somewhat more potent. Think of it as being equivalent to having a personal air conditioner unit in heat, and a thick coat, boots and mittens in winter. It should be noted that while this could be useful in emergency situations, the repeated chanting makes it far preferable to have more mundane supplies, such as a real coat, or some shade and water.
  • Condense/Evaporate*
    Casting this spell causes moisture to condense from the air (provided there is any moisture in the air to work with), allowing for a number of special effects. Please note that there are "dimishing returns" from pulling more and more moisture out of the air, as the air will get progressively more dry as a result.

    Sample effects include:

  • Dampen: A one-minute casting of this spell can fill a small cup full of water, or create an equivalent amount of water. Alternatively, the conjured water can be "hurled" at a target, or take the form of a jet of water.
  • Evaporate: A one-minute casting of this spell can dry up the equivalent of a spilled cup of water.
  • Frost*: This is a cold-weather version of Dampen, causing frost to form on a cool object. It can alternatively be used to conjure up a small "snowball" that can be hurled at a target.
  • Snowflakes*: This is a cold-weather version of Sprinkle, causing a little flurry of snowflakes to fall from the air for a few seconds.
  • Sprinkle: Water condenses in the form of a light mist of water that showers on the target for a few seconds.
  • Winter Breath*: Causes the air in the vicinity to "fog up" with warm breath from people in the area, in a way that suggests cold air, even though the temperature is not altered.
  • Dowse
    The caster can basically go "dowsing" for water, seeking out sources of water nearby.
  • Flavor
    The flavor of a water-based fluid can be subtly altered. This does not change actual content, only the flavor perceived by the drinker, while the cantrip is still in effect. Poison is still poison, and wine is still wine. It does nothing to the smell of the fluid, and considering that a great deal of taste depends on smell, this greatly limits the utility of this cantrip.
  • Freeze*
    A small body of water -- approximately the size of a small cup -- can be cooled or frozen. Alternatively, it can be thawed out with this spell. Depending on various factors (such as the temperature of the surrounding area), it may take prolonged casting time to achieve the desired effect.
  • Ripples
    This causes ripples in various patterns to appear on a still surface of water or other fluid, rather like tapping a glass of water.
  • Umbrella
    Repeated chanting of this spell repels raindrops from the caster -- and those standing close by, in much the same way that an umbrella would. It does not, however, protect against, say, a bucket of water being dumped on the caster's head.

  • Minor Spells

  • Dry/Soak
    This causes water to separate from the target, whether the target be the air itself (producing moisture from the air) or a dampened target. It only affects inanimate objects, not living beings, and the effect is negligible against large amounts of water. For example, clothes dry out, plucked grapes shrivel to raisins, and beef will slowly become jerky, and drizzle comes out of thin air. It would do nothing against clothes submerged in water, living plants, or parts of a living creature.

    Some special applications include:

  • Little Raincloud: Atmospheric moisture is condensed, creating a miniature rainstorm that hovers for a while, then slowly dissipates.
  • Purify Water: In a reverse application, instead of pulling water out of an object, this pulls impurities from water, affecting approximately a single cup's worth of liquid.
  • Squirt: This conjures water from the air, and shoots it toward the target in a way equivalent to a heavy squirt gun.
  • Conjure Ice*
    This spell is a combination of condensation and freezing. It can cause much the same effects of Dry/Soak, except that a portion of the energy of the spell is channeled into dropping the temperature of the water summoned to make snow or ice. (This tends to work best in environments that are already cold, and even better if there is already some water present, so the condensation part can be skipped.)

    Some sample applications include:

  • Ice Bolt*: This is an offensive spell that conjures a bolt of ice out of the air and launches it at a target. If it hits, the effect is equivalent to either a well-packed snowball or else an ice dagger, depending on the caster's whim.
  • Ice Cage*: This conjures up several "icicles" out of the air that can form a barrier capable of surrounding the caster or a target in an icy "cage", or forming a wall to block off a passage. This is merely ice, so it's not going to hold anyone for very long.
  • Deep Freeze*
    This causes larger areas of moisture to freeze, forming ice or frost. This could be used to make a patch of ice on the ground, to form icicles, etc. An Ice Mage has sufficient control to be able to shape the ice or frost so formed. (e.g., a message could be written on a window in frost.) The longevity of the effect is dependent upon the temperature of the environment. (In other words, it may melt.) It can also be used to make a living target suddenly feel very cold, but it isn't enough to cause anything worse than discomfort.
  • Water Works/Winter Works*
    This gives the caster considerable control over a small body of water, up to the size of, say, a bathtub. With sufficient concentration and maintenance of the spell, the caster could get a ball of water to hover in the air, and float about at slow speeds ... or move a puddle around on a flat surface, or temporarily halt a small flow of water. More powerful mages may even be able to "sculpt" the water into more definite shapes, such as a representation of the caster's own face.

    This can also be used to reshape ice and snow. (Winter Mages are restricted to this latter use of this spell.)

    Some special applications include:

  • Calm: This can calm ripples on a small pond.
  • Hose: An existing body of water is redirected, hitting a target with a force equivalent to a fire hose.
  • Paddle: Currents are provoked in a body of water, sufficient to propel a canoe, small raft, floating person, etc., through the water at a slow pace, equivalent to using a paddle to row.
  • Water Walk*: By firming up water enough to support the caster, the caster can walk across water. Winter Mages have a slightly different "special effect", freezing small sections of water as they walk.

  • Rituals

  • Armor of Winter*
    This spell is capable of conjuring up a magical "suit of armor" made of ice that is capable of encasing an unresisting recipient. The exact shape and size may be determined upon the point of final casting (such as if using this as a "held" spell), but details of design are worked out during initial casting: It is typical for the caster to have a miniature model of the suit of armor as a non-expended component in the ritual, that the armor if modeled after. This armor does not make the wearer feel cold, and actually has a side effect of making the wearer resistant against heat and cold extremes, including magical attacks. It also provides protection equivalent to chitin. The effect only lasts for about fifteen minutes, varying depending upon environmental factors, but can be extended by continued chanting by the caster. It can be instantly dispelled by the caster at will.
  • Brew Storm*
    A Water Mage can affect the weather, prompting precipitation. Effects vary greatly, and are more effective if there is already precipitation present, clouds, etc. As some rough examples, a Water Mage could create fog in about an hour, drenching rains (or snow, depending upon the temperature) might take a day. Lightning, tornados and heavy winds cannot be summoned, only water-related weather patterns.
  • Cold Blast*
    This spell, generally only useful if "held", creates a damaging blast of cold that radiates outward from the caster's outstretched hand. It is not typically strong enough to actually kill a normal human-sized target, though it may do so to small animals (such as a swarm of bugs).
  • Hail Stones*
    By causing condensation in the upper atmosphere, a hail storm can be summoned. Casting time is three hours to an entire day depending on the area of effect and intensity desired. A mild hail storm would be slightly damaging causing very minor damage to structures. A heavy hail storm would causes bruises and may shatter windows and break light construction. The fact that this ritual causes obvious climate changes generally warns intelligent people to seek shelter before any storm occurs. A variant of this summons a single large hail stone from far above requiring an hour to cast. Being this ice stone is neither aerodynamic or easy to direct, its uses are generally limited to striking large structures such as castles.
  • Hydro Blast
    This spell conjures up a ball of water temporarily from the air, then launches it toward a target with considerable force. The water will typically dissipate into mist upon impact, but the spell delivers sufficient force to knock a typical human-sized target of its feet, and to do damage against fragile targets.
  • Ice Form*
    This allows the caster to conjure up a large amount of ice. (As with most such spells, it works best in cold areas, but is possible even in warm weather. The effect works faster if there is an amount of water to draw from, rather than having to condense moisture from the air and then freeze.) There are several common uses:
  • Block off a passageway in a thick wall of ice that defies attempts to hack through with swords.
  • Create a field-wall of ice that defenders can take shelter behind.
  • Create a crude "igloo" that may provide temporary protection from the elements.
  • Cover a large surface with a layer of ice, making it hazardous to try to walk upon.
  • Freeze the surface of an existing body of water, possibly trapping those presently in the water at the time of casting.
  • Create a "prison" of ice capable of entrapping a large person.
  • Create a wall of ice above the heads of attackers, complete with descending icicles, then drop it.
  • Create a "bridge" of ice (with a rough or snowy surface) to cross a small chasm or river.
  • Quickly form a thin shell of ice to absorb some damage from an explosion.
  • Ignore the "freezing" aspect of this spell, and quickly condense enough water to put out or subdue a house fire.
  • Non-combat uses would allow for more complex "ice sculpture", though this is often a favored spell to be "held", due to the multiple applications available. As a rule of thumb, Water Mages as a whole can only make rough, crude, broad shapes out of ice when firing this off as a held spell. Ice Mages can't do much better on the spur of the moment, but can spend a few extra seconds to "shape" the effect before it forms -- and much longer than that if they want to do fine sculpting.

  • Mist Walk
    The caster and those immediately around the caster can walk on the surface of ice without slipping, water or quicksand without sinking, mud without getting stuck, etc. In a more specialized application of this spell, requiring the caster to concentrate wholly on him- or herself, the caster's ability to walk on water is pronounced to such a degree that the caster can actually walk upon mist and clouds. Concentration and continued chanting is required to maintain the spell beyond fifteen minutes or so.
  • Protection from the Elements*
    This allows the caster or a single recipient to pretty much ignore naturally-occurring temperature extremes of cold or heat, though it doesn't grant immunity to fire or the void of space, and it only presents resistance against fire-based or cold-based attacks. The effect of this spell is approximately for one whole day, though it may require periodic "recharges" of chanting and concentration from the mage, depending upon environmental factors.
  • Robes of the Deep
    The caster conjures up what seem to be "robes" fashioned out of water that cover his or her form, shifting and rippling with each movement of the wearer. The caster is able to move through water effortlessly, and to "breathe water", and it is also capable of keeping certain items in the wizard's possession magically dry (such as, say, candles, scrolls, magic powders). This provides some protection against physical attacks, roughly equivalent to a "Novice" Natural Armor rating, and the effect can last up for up to a half hour without any concentration on the part of the caster. Longer durations will require periodic "recharges" of the spell by chanting and concentration from the caster.
  • Robes of Winter*
    The caster conjures up what seem to be "robes" of ice (sometimes with ornamental pieces of "armor") that cover his or her form. This protects the wearer from hot and cold extremes in the environment, and provides some resistance against hot- and cold-based attacks. It provides some protection against physical attacks as well, roughly equivalent to a "Novice" Natural Armor rating. The effect can last for up to a half hour without any concentration on the part of the caster, and can be sustained with continued chanting for longer than that. This tends to work best in cold environments, as it puts considerable strain on the caster otherwise. A model of the apparel is a non-expended material component in the casting of this ritual.
  • Spear*
    This conjures a sharp shard of ice out of the air that hovers next to the caster, then launches forward under the caster's direction, at a target. It is capable of either impacting a single target and doing damage comparable to that of a spear, or of impacting a solid surface and shattering in a spray of sharp ice shards, possibly temporarily blinding targets and causing superficial damage.
  • Water Breathing
    The caster or a single recipient is capable of breathing underwater. This effect can last for about a whole day, though occasional "recharging" of the effect may be necessary. While it allows for "breathing" in water, impurities in the water may still make it harmful. Basically, if a fish couldn't live in it, neither could the mage.
  • Wave-Rider
    The caster is able to stimulate currents in bodies of water, sufficient to propel buoyant objects. The speed of the movement is inversely proportional to the mass of the object propelled. A rider on a surfboard could be propelled at breakneck speeds. A canoe or small raft could be propelled at speeds equivalent to that of a speedboat -- provided the vessel is strong enough to hold up to the strain. A fishing boat could be pushed along at speeds comparable to moving by sail (and, in conjunction with the actual use of a sail, it could move at a pretty fast clip with the combined forces).
    Steering is not exact, and precise control over direction must come at the sacrifice of force and therefore speed. For the aforementioned fishing boat, it would generally be best to leave the steering to the crew of the ship, with the Water Mage just providing an "extra push".

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