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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