| COLLEGE OF WATER MAGICS |
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| Special Knowledge Spells 1. Spell of Liquid Purification (S-1) RANGE: 15 feet DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 350 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: Turns 1 quart (+ 1 additional/Rank) of any aqueous liquid into potable water. 2. Spell of Liquid Transmutation (S-2) RANGE: Adept must touch the water to be transmuted. DURATION: Immediate. EXPERIENCE MULTIPLE: 350 BASE CHANCE: 100% RESIST: May not be resisted. EFFECTS: The Adept may turn one pint of potable water into a general antidote for venom. The number of doses created by the spell is equal to [D - 5] (+ 1 per Rank). Each dose immediately causes any venom to become inactive and will cure one Endurance Point loss due to venom. 3. Waters of Healing Spell (S-3) RANGE: Adept must touch water to be transmuted DURATION: Immediate EXPERIENCE MULTIPLE: 400 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: The Adept may turn one pint of water into a healing potion. The number of doses created by the spell is equal to [D-5] (+ 1 per Rank). Each dose will cure one Endurance Point loss due to any cause except poison. 4. Waters of Strength Spell (S-4) RANGE: Adept must touch water to be transmuted DURATION: Immediate EXPERIENCE MULTIPLE: 350 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: This spell will produce 1 dose of a Strength Potion out of a pint of potable water. When drunk, the potion adds [D + 2] to Physical Strength for a period of 15 minutes, unless the character is involved in combat during that time. If a character becomes involved in combat, the potion will cease to work after 15 combat Pulses due to alterations in body chemistry. 5. Spell of Summoning Fish (S-5) RANGE: Works at any range DURATION: Immediate EXPERIENCE MULTIPLE: 100 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The spell summons 1 fish native to the area at Ranks 1-9. At Rank 10 and above, it summons [D - 5] fish. The spell may only be cast while on a body of water or standing within 100 feet of a body of water. 6. Spell of Controlling Fish (S-6) RANGE: 10 feet + 10 additional/Rank DURATION: Concentration/no maximum EXPERIENCE MULTIPLE: 100 BASE CHANCE: 20% RESIST: May only be passively resisted. EFFECTS: The Adept can control 1 fish (+ 1 additional fish for every 2, or fraction, Ranks). The fish will continue to serve him only so long as he concentrates or until he tells the fish to go away (move out of range of the spell). A fish that is no longer controlled, but still in the vicinity may attack his former master. 7. Spell of Controlling Sea Mammals (S-7) RANGE: 10 feet + 10 additional/Rank DURATION: Concentration/no maximum EXPERIENCE MULTIPLE: 200 BASE CHANCE: 25% RESIST: May only be passively resisted EFFECTS: The spell operates the same way as S-6 of this College except it affects aquatic mammals. 8. Waters of Vision Spell (S-8) RANGE: Adept must touch water DURATION: 10 seconds EXPERIENCE MULTIPLE: 250 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The Adept must touch a pool of still water with his hand. He will then experience visions (usually precognitive in nature) concocted by the GM. At Rank 5 and above, he may use this technique to spy into an area to see what is going on there. The distance from the character to the area being spied into is 5 miles (+ 15 additional miles per Rank). 9. Windsail Spell (S-9) RANGE: 90 feet + 15 additional/Rank DURATION: 1 hour + 1 additional/Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: The Adept casts this spell over any watercraft of a surface type equal to 2 tons (+2 additional tons per Rank) or less in weight. It creates a sail of bound water sprites which will not rip or break the mast and which will carry the ship in the direction of the caster's choice and at the speed of the prevailing winds. 10. Spell of Rain Calling (S-10) RANGE: 15 miles + I additional/Rank DURATION: 1 day EXPERIENCE MULTIPLE: 300 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: Will gather any rain clouds within range over the area of the Adept and cause a localized squall to follow him for one day. 11. Maelstrom Spell (S-11) RANGE: 30 feet + 30 additional/Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 500 BASE CHANCE: 10% RESIST: May only be passively resisted. EFFECTS: The Adept creates a horrifying watery vortex with a diameter of 10 feet (+ 10 additional feet/Rank) which exists entirely within the spell's Range. All objects and entities within 20 feet of the vortex must successfully resist or they are sucked into the eye of the vortex and down to the seabottom. This spell will only be effective if cast over a large body of water (sea, ocean, or lake). 12. Waterspout Spell (S-12) RANGE: 60 feet + 60 additional/Rank DURATION: 1 minute + 30 seconds/Rank EXPERIENCE MULTIPLE: 750 BASE CHANCE: 5% RESIST: May only be passively resisted. EFFECTS: The Adept creates a tornado-like formation over a body of water which has a radius of 5 feet (+ 5 additional feet per Rank). The tornado tears apart anything or anyone who occupies the same space with it unless they successfully resist. The tornado does [D- 1] (+ 1 per Rank) Damage Points to a character who resists successfully instead of destroying him and scattering the bloody pieces to the winds. The Adept may move the tornado in any direction he desires at a rate of 10 knots +5 additional knots per Rank. It may never be moved onto dry land. 13. Hand Geyser Spell (S-13) RANGE: 10 feet + 5 additional/Rank (Straight line only) DURATION: immediate EXPERIENCE MULTIPLE: 350 BASE CHANCE: 35% RESIST: May not be resisted EFFECTS: The Adept sprays a powerful blast of water from his or her hand. The spell does +4 damage +1 for every 2 ranks. Unlike other spells this one cannot be resisted, instead the target’s armor will absorb the damage. Anyone struck by this blast must roll under AG or fall prone from the force of the blast. 14. Burst lungs Spell (S-14) RANGE: 20 feet + 5 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 650 BASE CHANCE: 5% RESIST: May be resisted. EFFECTS: The lungs of one human-sized target for every 3 Ranks (minimum of 1) or fraction of 3 Ranks is filled with water and instantly drowns them. If the targets fail to resist, they perish (drown from the water in their lungs). If the spell is cast, but a target's passive resistance is successful, the target suffers D-4 (+ 1 per Rank) damage instead of perishing and must pass the next two pulses as they cough up water. Special Knowledge Rituals 1. Ritual of Summoning and Binding Water Elemental (R-1) The Adept may summon a Water Elemental and temporarily bind him to service in exactly the same manner (and with the same type of results) as described for the summoning of Fire Elementals with the exception that the summoning of a Water Elemental requires that the adept be with 20 feet of large body of water. A Water Elemental cannot be summoned and bound by an Adept who is not near a pond, lake, stream or natural source of water. The ritual takes two hours. It may only be performed if the summoner remains stationary and takes no other action during the time the ritual is being performed. At the end of the two hour ritual, the summoner's player rolls DI00. If the resulting number is less than or equal to the summoner's Magical Aptitude (modified), then the Elemental is summoned and controlled. If the result is 30 or more higher than the modified chance of summoning and controlling the Elemental, then the ritual backfires and the Elemental appears, but is uncontrolled and will attack the summoner and his friends. Any other result has no effect. The chance that the ritual will be entirely successful is modified by the addition of the following numbers: Each Rank that the Adept has achieved in the performance of the ritual 5 Each point the Adept's Willpower is above 15 1 A Water Elemental always appears within 20 feet of the summoner. It has a combined Endurance and Fatigue equal to 15 (+ 15 additional points per Rank of the ritual) and, unless controlled by the summoner will attack until dispelled by a Special Knowledge Counter spell of the College of Fire Magics. Once controlled, the Fire Elemental remains controlled until the summoner's concentration is broken or he chooses to send the Elemental to his own dimension with a Special Knowledge Counterspell of his College. The Experience Multiple for this ritual is 250 |
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