COLLEGE OF WATER MAGICS
   The College of Water Magics is concerned with the shaping of the powers in the element of water.

Adepts of the College of Water Magics may only practice their arts if they are in contact with or near water. They may never practice their
arts in a vacuum or a totally waterless place. They may not summon water-dwelling creatures into an area that does not contain a body
of water large enough for the water-dwelling creature to immerse itself totally. They may use their magic while on land (in a non-arid
area) but suffer some diminution in their abilities.

The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of the Water Magics:
Adept is in physical contact with a body of water*        +20
Adept is on board a ship        +10
Adept is on land, but in sight of a body of water **        +5
Adept is on land not in sight of water        - 10
All bodies of water in vicinity of Adept are frozen        - 20

*A body of water is a sea, lake, ocean, pond, river, well, steam, spring, or other feature containing large amounts of water (1,000 gallons
or more) or existing as part of a larger system or network of waterways. A barrel, bucket, or tun of water does not qualify as a body of
water.  ** Usually within 5 to 10 miles of a body of water. All modifiers are cumulative.

Talents

1. Predict Weather (T-1)
The Predict Weather Talent of this College is similar to the Talent of the same name of the College of Air Magics except that the Adept of
the College of Water Magics must be at sea (on an ocean, sea, or large lake) or within 15 miles of a sea, ocean, or large lake for the
Talent to operate. The Experience Multiple for this Talent is 75. In all other ways, the Talent is identical to T-1 of the College of Air Magics.
                                                    General Knowledge Spell

1. Spell of Calming Waters (G-1)
RANGE: 90 feet + 90 additional/Rank
DURATION: 15 minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: The Adept reduces the height of all waves within range by 1 foot (+ 1 additional foot/Rank) and reduces the size of swells by 1
foot for every 2 Ranks (minimum, 1 foot).

2. Spell of Wave Making (G-2)
RANGE: 90 feet + 90 additional/Rank
DURATION: 15 minutes X Rank (X 1, if unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The Adept increases the size of all waves within range by 5 feet (+ 1 additional foot/Rank) and increases the size of all swells
within range by 2 feet (+ 1 additional foot for every 2 or fraction of 2 Ranks).

3. Spell of Speaking to Seabirds (G-3)
RANGE: 15 feet + l0 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted
EFFECTS: The spell allows the Adept to communicate verbally with gulls, terns, penguins, pelicans, and other seabirds.

4. Spell of Flotation (G-4)
RANGE: Caster must touch spell's target
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: Increases target's ability to swim by 50%. Decreases the target's chances of drowning by 5 (+ 1 per Rank).

5. Spell of Navigation (G-5)
RANGE: Works at any Range
DURATION: : 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The spell attunes the caster's mind to the sea and winds, allowing him to sail with less chance of mishap. Decrease the
chance of veering off course, running aground, etc., by 5 (+ 1 additional/Rank).

6. Water Purification Spell (G-6)
RANGE: Caster must touch the water being purified
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Turns 1 quart (+ 1 per Rank) of salt
water into potable water.

7. Spell of Speaking With Aquatic Mammals (G-7)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The spell gives the Adept the ability to communicate verbally (through sounds) with dolphins, whales, porpoises, sea lions,
seals, and other aquatic mammals.

8. Spell of Summoning Aquatic Mammals (G-8)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May not be resisted
EFFECTS: The Adept may summon 1 aquatic mammal (+ 1 per Rank at Ranks above 5). It will take 30 minutes (- 30 seconds per Rank)
for the mammal to arrive. The mammal must be native to the area to be summoned.

9. Mage Wind Spell (G-9)
RANGE: 10 feet + 10 additional/Rank
DURATION: 5 minutes X D10 X Rank ( X 1, if unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may summon a wind strong enough to power a longship at the rate of 5 knots (+ 1 additional knot per Rank),
unless the ship is facing into the wind. If facing into the wind, the speed of the prevailing wind is subtracted from the ship's speed in knots
(the rate at which it is propelled by the mage wind). The Adept may freely alter the direction of the mage wind during the spell.

10. Spell of Water Creation (G-10)
RANGE: Adept must touch substance from which water is drawn
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The spell allows the Adept to extract moisture from the air or from plants (providing there is moisture available to be extracted)
in the amount of 1 pint (+1 additional pint per Rank).

11. Spell of Watersight (G-11)
RANGE: Adept must touch the target's eyes
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: Spell forms a transparent film over the target's eyes enabling him to see under water as if wearing goggles or a diving mask.

12. Spell of Water Breathing (G-12)
RANGE: Adept must touch target's throat
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: Spell forms a set of gills in the subject's neck which allow him to operate under the water without affecting his ability to operate
on the surface.

13. Spell of Ship Binding (G-13)
RANGE: 90 feet + 15 additional/Rank
DURATION: Concentration /2 hours + 1 additional/Rank, will last for ½ that time after concentration is released
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This spell may be used to strengthen the structure of any ship or boat, repair leaks and holes, restep masts, etc. At Rank 10
and above, a small sail craft may be constructed instantly out of available wood using this spell. At Rank 15 and above, a large craft may
be constructed (one 40 feet or more in length). The effects of this spell are cancelled if the Adept fails to maintain it by concentrating on it.
At the end of the spell, all of its effects are undone. If the spell was used to build a ship or boat, the craft immediately falls apart (even in
mid-ocean).

14. Spell of Sea Blessing (G-14)
RANGE: Adept must touch object or entity over which spell is cast
DURATION: 1 week + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: This spell may be cast on a character or seagoing craft. It will decrease the chances that the character or craft will encounter
sea monsters, meet pirates, or face typhoons by 5 (+ 1 per Rank).

General Knowledge Ritual

1. Ritual of Binding Water (Q-1)
The Adept may bind the element of water within a radius of 10 feet (+ 15 additional feet per Rank) for a period equal to 1 hour (+ 1
additional hour/Rank) while maintaining his concentration. It takes an hour to perform this ritual which has a Base Chance equal to the
Adept's Magical Aptitude (+ 4 per Rank). It may not be resisted unless the area contains a Water Elemental (who may both actively and
passively resist). The results are similar to the binding of all other elements. The Adept gains control of all the facets of the element. He
can, for example, create an intelligent water sprite (which will always have characteristics several points lower than the Adept). Its every
action would have to be directed by the Adept, however. At Rank 10 or higher, the Adept can create a free-willed water sprite that will be
loyal to him but not require that its every move be directed. Such entities will never leave the water. The Experience Multiple is 750.
Special Knowledge