Foul Water
Frost
Purify Water
Seek Water
Boil Water
Create Acid
Create Water
Condense Steam
Destroy Water
Freeze
Ice Sphere
Icy Weapon
Melt Ice
Seek Coastline
Shape Water
Swim
Umbrella
Acid Ball
Acid Jet
Breathe Water
Cool
Create Ice
Create Steam
Current
Dehydrate
Dry Spring
Earth to Water
Ice Dagger
Ice Slick
Icy Touch
Icy Weapon
Resist Acid
Resist Water
Snow Jet
Snow Shoes
Steam Jet
Summon Water Elemental
Walk on Water
Water Jet
Water Vision
Waves
Body of Ice
Body of Water
Breathe Steam
Control Water Elemental
Create Spring
Essential Acid
Essential Water
Frost Bite
Icy Breath
Icy Missiles
Rain of Ice Daggers
Spit Acid
Tide
Walk Through Water
Whirlpool
Create Water Elemental
Flesh to Ice
Geyser
Rain of Acid
Renders water undrinkable. Foul water is readily recognizable by its uninviting color and smell, whereas fouled beer or wine may be more difficult to detect. Anyone foolish enough to drink it must make a HT roll. On a successful roll, he merely feels sick and loses 2 HP. On a failed roll, he is seized by painful stomach cramps, losing 1d+1 HP; he is at -3 for all skills until the lost HP are restored.
Foul water also fails to satisfy thirst, and cannot support fish or other water-dwellers (a fish of any sort slowly suffocates in fouled water; a sea-mammal becomes ill from ingesting it). In a body of water, the foul water is eventually diluted to harm-lessness; if cast in a mountain stream, for instance, this spell effectively lasts only a second or two.
Base cost: 3.
Prerequisites: Purify Water
Creates a covering of frost on all surfaces in the area of effect. The frost is real, and lasts indefinitely if the temperature is below freezing. In warmer conditions, the frost quickly melts to a dew. When cast upon a real or magical fire, the frost produces a cloud of steam and causes the flames to hiss for a few seconds. Only a tiny fire – a match or candle – would actually be extinguished by a Frost spell.
A Frost spell cast upon a fire elemental or other flaming creature does one point of damage to the creature, but is more likely to anger it than drive it away.
Duration: The frost lasts until it melts naturally.
Base cost: 1.
Remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.
Duration: Purified water stays pure unless re-contaminated.
Cost: 1 per gallon purified.
Time to cast: Usually 5 to 10 seconds per gallon, unless a large container and ring are used.
Prerequisite: Seek Water.
Determines the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 14). Any known sources of water may be excluded if the caster specifically mentions them before beginning.
Requires a forked stick; roll at -3 if this is not available.
Cost: 2
Turns water into steam. Water expands considerably in going from liquid to gas; a mere pint of water makes a lot of steam. The scalding effect of steam is such that a steam hex should be treated exactly as a fire hex, except that it cannot ignite anything.
Duration: Permanent, though the steam will recondense naturally (with-in about 10 minutes).
Cost: 2 for a fist-sized quantity of water (makes about a hex of steam)
4 for a cubic foot’s worth (makes about 40 cubic yards of steam)
6 for a square yard of water to a foot’s depth (makes about 400 cubic yards of steam),
3 for each additional third of a cubic yard.
Time to cast: 10 seconds.
Prerequisites: Shape Water, Magery (Fire) 1
Creates a strong acidic solution out of nothing. It may appear in any of several forms. It may appear within a container (which should be of glass or of some special stone or metal if the acid is not to attack it), as a globe in mid-air (which falls immediately), or as a dense mist of droplets (which inflicts splashing damage).
Duration: The created acid is permanent, but is neutralized as it reacts
with objects and beings.
Cost: 4 per gallon created.
Time to cast: 2 seconds.
Prerequisites: Create Water, Magery (Earth) 1
Creates pure water out of nothing.
This water may appear in any of several forms. It may appear within a container, or as a globe in midair (it falls immediately). Or it may appear as a dense mist of droplets; in this form, one gallon of water will extinguish all fires in a one-yard radius. Water cannot be created inside a foe to drown him!
Duration: The created water is permanent.
Cost: 2 per gallon created.
Prerequisite: Purify Water, Magery (Arcana) 1
Turns steam into room temperature water.
Duration: Permanent, though the water may boil again.
Base cost: 1 (minimum 2).
Time to cast: 10 seconds.
Prerequisite: Cold or Boil Water.
Causes water (in any form) to vanish, leaving a vacuum – or perhaps specks of dry impurities. If more water is all around, it will rush in to fill the hole. Good for drying things out, saving a drowning victim, etc. Cannot be used as a “dehydrating” attack on a foe.
Duration: Permanent.
Base cost: 3.
- In deep water, the area is only 2 yards in height (or depth).
Same cost to maintain.
Prerequisite: Create Water.
Turns water into solid ice. The ice retains the shape of its container; in open water, the affected volume freezes as a sphere or cube, at the caster’s option. A Shape Water spell may be cast to form the water before it is frozen, or to alter the shape of the ice after it is frozen.
Duration: The ice lasts until it melts naturally.
Cost: 2 for an object up to the size of a fist
4 for up to a cubic foot
6 for a cubic yard
3 more for each additional cubic yard.
- If the temperature is above freezing, the caster may maintain the spell by expending the casting cost once every 10 minutes.
Time to cast: 10 seconds.
Prerequisite: Shape Water.
Throw a ball of ice from your hand.
When it strikes, it does crushing damage and vanishes in a gout of water. A 1-die Ice Sphere can also extinguish fire in a 1-yard radius, if accurately aimed.
It has 1⁄2D 40, Max 80, Acc 2.
Cost: Any amount up to your Magery level per second, for up to 3 seconds. The sphere does 1d damage per point of energy.
Time to cast: 1 to 3 seconds.
Prerequisite: Shape Water.
Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon will do +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability to ice or cold. Add this bonus to the final injury inflicted by the attack – for instance, an “impaling” icy attack is still only good for +2 damage, not +4.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Create Water, Enchant
Turns solid ice into water.
Duration: Permanent above freezing; 10 minutes below freezing.
Base cost: 1 (minimum 2).
Below freezing, the cost to maintain is the same.
Time to cast: 10 seconds.
Prerequisite: Freeze.
Tells a caster at sea the direction and approximate distance of the nearest coastline. Use long-distance modifiers (p. 14). Any known coastline, such as that of a nearby island, may be excluded if the caster specifically mentions it during casting.
Cost: 3.
Time to cast: 10 seconds.
Prerequisite: Seek Water.
Sculpt water (including ice or steam) into any form, and even move it about. Once given a shape, the water holds it without further concentration until the spell ends. Water moved with this spell travels at Move 3.
A useful shape is a wall of water to stop fiery attacks – 20 gallons make a wall 2 yards high x 1 yard wide. This stops Fireball spells and ordinary fire.
Duration: 1 minute.
Cost: 1 per 20 gallons shaped.
Same cost to maintain.
Time to cast: 2 seconds.
Prerequisite: Create Water.
Walk in any slight precipitation without getting wet. An invisible “shield” is seen to deflect incoming raindrops. Umbrella does not work against intense (or magical) hail, rains of stones or frogs, etc.
Duration: 10 minutes.
Cost: 1.
Time to cast: 2 seconds.
Prerequisite: Shape Water
Allows the subject to breathe water as though it were air.
You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater.
The subject does not lose the ability to breathe ordinary air!
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Create Air and Destroy Water.
Lowers the ambient air tempera ture of an area. This may cause fog to appear if the conditions are right. The spell cannot lower the temperature below about -40 ̊F.
Duration: 1 hour.
Time to cast: 1 minute per base cost application.
Base cost: 1/10 (minimum 1).
Each base cost application lowers the ambient temperature by 10 ̊F.
Same cost to maintain.
Prerequisites: Cold, Magery (Air) 1
Creates a quantity of ice or snow. It may appear as: a solid block of any shape; within a container (which must be large enough); hanging in mid-air (it falls immediately); as a mass of ice shavings (great for cooling drinks); or as a cloud of snow (which settles to the ground). It takes 60 gallons of ice shavings or snow to put out a one-yard radius area of fire within one second.
A gallon of snow, depending on its fluffiness, will cover a one-yard-radius area to a depth of two to 18 inches.
Duration: Permanent; the ice lasts until it melts naturally.
Cost: 2 per gallon of ice created.
Prerequisite: Freeze.
Produces a cloud of steam.
Until it dissipates, anyone standing within the area of effect is at risk of scalding (treat as if surrounded by fire, except that steam cannot set anything aflame, check the rules for fire at the bottom of the fire spell list). The steam tends to rise; the rate of dissipation depends on the area, ambient temperature and the presence of wind – indoors, it usually lasts until the spell expires, but out-doors on a windy or cold day it may last only 10 seconds or so.
Duration: 5 minutes or less, as above.
Base cost: 2 to cast.
Cannot be maintained.
Prerequisite: Boil Water.
Affects the currents of any large body of water. Each application of the spell can shift the current direction by 22.5 degrees or speed by 1 mph (or knot). To achieve combined direction/speed changes, or more extreme changes in one or the other, increase cost proportionately.
The spell may be cast on an area, affecting the current moving under it for 40 yards in depth. It can also be cast on an object, such as a ship, which it must then encompass in its entirety. The area of effect then moves with the object.
Duration: 1 hour.
Base cost: 1/50 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisites: Shape Water
Removes the water from a subject’s tissues, causing damage or death.
Affects the whole victim if cast from a distance; if the caster touches the subject, damage is limited to the part touched. Armor does not protect!
Duration: Damage done is permanent until healed.
Cost: 1 per 1d-1 damage done, up to 3.
Time to cast: 2 seconds.
Prerequisite: Destroy Water.
Dries and blocks the waterflow within a spring, reducing its output.
Duration: Permanent.
Note, however, that the local geology may eventually shift, restoring the spring’s output to its previous level.
Cost: 3 times the reduction in the spring’s output, in gallons per hour.
Time to cast: 1 minute.
Prerequisites: Destroy Water and Shape Earth.
Turns earth to mud (or water).
Various uses of this spell include bogging down enemies or pursuers, making mud packs to treat insect stings, softening earth to use for clay dummies or decoys, etc.
Duration: Permanent.
Cost: 1 per cubic yard of earth turned into mud.
Double to turn earth into water.
Prerequisites: Create Water, and Shape Earth.
Create and hurl a razor-sharp icicle. When it strikes, it does impaling damage and melts instantly.
It has 1⁄2D 30, Max 60, Acc 3.
Cost: Any amount up to your Magery level per second, for up to 3 seconds.
- Does 1d-1 impaling damage for each point of energy put into it.
- No extra effect on creatures of fire.
Time to cast: 1 to 3 seconds.
Prerequisite: Ice Sphere
Covers the floor or ground with a quarter-inch sheet of clear ice. Footing on this ice slick is very precarious. All close combat and melee attacks, and all active defenses, are at -3 on an ice slick. Other physical skills, including missile and thrown weapon attacks, are at -2. Even walking across an ice slick is usually difficult – in general, anyone attempting to walk or run across an ice slick must roll against DX-2 for every yard of distance he covers. If he fails this roll, he falls to the ice. He may, with another DX-2 roll, attempt to stand on his next turn.
Spiked footwear negates all penalties on ice.
Ice slicks are very difficult to see.
Anyone not actively watching the ground for ice must make a roll against IQ-3 to notice an ice slick before stepping onto it.
An ice slick will extinguish an area of normal fire that it overlaps, and vice versa.
Duration: An ice slick lasts until it melts naturally.
Base cost: 3.
Time to cast: 2 seconds per yard of radius.
Prerequisite: Frost.
Covers the subject with a coating of ice. The caster must touch the subject to trigger this spell; hit location is irrelevant. The subject is immobilized and may take no action until he breaks through the ice with a successful ST roll at a -1 penalty for every 1/4” of ice. The ice can be chipped off from the outside at a rate of 1/4” of ice for every point of basic damage; it has DR 1 per 1/2” of ice.
If rescuers are not careful, however, they may smash through the ice to injure the subject (see Overpenetration).
While encased in ice, the subject is vulnerable to thermal shock; he must roll vs. HT immediately. On a success, he loses 1 FP; on a failure, he loses FP equal to the margin of failure.
The HT roll must be repeated every minute that the subject remains encased in ice. If the situation becomes dire enough that the subject must start making death checks, a critical success means that the subject has fallen into suspended animation, as per the spell.
Duration: Permanent.
If the temperature is above the freezing point, the ice coating may be maintained by spending as much energy as in the original casting every 10 minutes.
Cost: 2 per 1/4” of ice; must affect the entire subject, not just a part of it!
Every 1/4” will inflict 1d-1 of damage to flame creatures.
Time to cast: 1 second per 1/4” of ice.
Prerequisites: Magery 1 and at least four Water spells.
Causes any weapon to become freezing cold. This does not harm the user or the weapon, but an attack with the weapon will do +2 damage to most foes if it penetrates DR. Multiply this bonus for any Vulnerability (p. B161) to ice or cold. Add this bonus to the final injury inflicted by the attack – or instance, an “impaling” icy attack is still only good for +2 damage, not +4.
Duration: 1 minute.
Cost: 3 to cast.
1 to maintain.
Time to cast: 3 seconds.
Prerequisite: Create Water.
The subject (person, creature or object) and anything he carries become immune to the effects of acid.
Duration: 1 minute.
Cost: 2 to cast; 6 if subject must resist Essential Acid.
Half that to maintain.
Prerequisite: Create Acid.
The subject (person, creature, or object) and anything he carries become immune to the effects of dampness, remaining dry even if completely submerged. The spell protects against the dampening effect of steam or ice, but not against the scalding or freezing itself! This also protects against water-like substances; a spilled drink does not stain, for instance. Its protection against acid is limited – the subject is granted 2 points of DR against acid spills or immersion.
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Prerequisites: Shape Water and Destroy Water
Shoot a thin jet of snow from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit.
This attack may be dodged or blocked, but not parried. It does knockback on all targets and damage to creatures of flame; it can kill or knock down flying swarm creatures. It can extinguish normal fire within an area one yard in radius. If the spell strikes the target’s face, it temporarily blinds him unless he makes a HT roll.
If the HT roll is failed, each energy point in the spell blinds the target for one second. After the target can see again, blurry vision will put him at a -3 penalty to combat skills for a further 1d seconds. On a critically failed HT roll, the target is blinded for 1d seconds per point of energy in the spell.
On a successful HT roll, the victim covers his eyes and is therefore unable to see for one second. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3.
The jet does 1d of knockback for every point put into it.
Its range is equal to the number of dice. The cost to maintain is the same.
Prerequisites: Water Jet and Freeze.
Cross ice or snow as though it were regular ground. Snow Shoes eliminates any movement, DX, or skill penalties normally assessed for ice or snow. The subject is still subject to penalties caused by an unstable surface, such as a rocking ice floe or an avalanche.
Duration: 1 minute.
Cost: 2 to cast.
1 to maintain.
Time to cast: 2 seconds.
Prerequisite: Shape Water.
Shoot a thin jet of scalding steam from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. It does knockback on all targets in addition to its regular damage; it does double damage to creatures of flame or ice. It can extinguish normal fire within an area 1 yard in radius. If the spell strikes the target’s face, it temporarily blinds him unless he makes a HT roll.
If the HT roll is failed, each energy point in the spell blinds the target for one second. After the target can see again, blurry vision will put him at a -3 penalty to combat skills for a further 1d seconds. On a critically failed HT roll, the target is blinded for 1d seconds per point of energy in the spell. On a successful HT roll, the victim covers his eyes for one second and is therefore unable to see for one turn. On a critical success, the victim is unaffected.
Duration: 1 second.
Cost: 1 to 3.
Does 1d-1 of scalding damage for every point put into it.
Range is equal to the number of dice.
Cost to maintain is the same.
Prerequisites: Water Jet and Boil Water.
This is a different spell for each of the four elements. It allows the caster to call a nearby elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent.
The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what an elemental might desire.
Duration: One hour. May not be maintained.
Cost: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being).
Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear.
Prerequisites: Create Water, Magery (Soul) 1
You can walk on the surface of any liquid as if it were solid ground.
You move at your usual ground Move. This doesn’t protect you from any damage that you would take from coming into contact with the liquid, however. You can’t traverse volcanic lava or boiling acid without taking damage!
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Time to cast: 4 seconds.
Prerequisite: Shape Water.
Shoot a thin jet of water from one finger. Each turn, the caster rolls vs. DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. It does knockback to all targets, and damage to creatures of flame; it can kill or knock down flying swarm creatures. It can extinguish a 1-yard-radius area of normal fire. Anyone hit in the face by a Water Jet is at a -3 penalty to combat skills next turn for each point of energy put into the jet.
Duration: 1 second.
Cost: 1 to 3.
Does 1d damage for each point put into it.
Range is equal to the number of dice.
Prerequisite: Shape Water.
See through water, snow, and ice - to find sunken treasure, lurking monsters, etc.
Duration: 30 seconds.
Cost: 1 per 20 yards of depth to cast (up to 200 yards).
Same cost to maintain.
Prerequisite: Shape Water, Magery (Arcana) 1
Changes the surface calmness of any large body of water. Each application of the spell can increase or decrease the wave height by one point on the Beaufort scale (above); to achieve multiple-point changes, multiply the spell’s cost accordingly. The wind is unaffected.
Note that the Beaufort scale is specific to ocean waves; waves produced on lake shores are generally much lower relative to wind speed (GM’s judgment).
The spell may be cast on an area, affecting the waves moving across it. It can also be cast on an object, such as a ship, which it must then encompass in its entirety (typically, 10 to 30 yards in radius). The area of effect then moves with the object.
Duration: 1 hour.
Base cost: 1/60 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisite: Shape Water.
Throw a ball of acid from one hand. When it strikes something, it bursts, inflicting acid damage.
It has 1/2D 20, Max 40, Acc 1; use the Innate Attack skill.
Cost: Any amount up to your Magery lever per second, for three seconds.
The Acid Ball does 1d damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisites: Create Acid.
Shoot a jet of acid from one hand.
Each turn, the caster rolls against DX-4 or Innate Attack skill to hit. The jet may be dodged, but not parried or blocked. The jet does knockback as per Snow Jet; if the jet strikes the face, the acid may blind the victim as detailed on p. B428.
Duration: 1 second.
Cost: 1 to 3.
Does 1d-1 of damage for every point used.
Range is equal to the number of dice.
Cost to maintain is the same.
Prerequisites: Water Jet and Create Acid.
Temporarily grants the subject the Body of Ice meta-trait found at the bottom of this page.
Clothes (up to 6 pounds) also become ice, but lose any magic powers they might have had.
Duration: 1 minute. Expires if the subject loses consciousness.
Cost: 7 to cast. 3 to maintain.
Time to cast: 5 seconds.
Prerequisites: Body of Water, and Freeze. Magery (Body) 2
The aquatic equivalent of Body of Wood. The subject becomes an animated mass of green slime – algae, pond scum, and other muck you might find in a swamp – temporarily granting him the Body of Slime meta-trait. Clothes (up to 6 pounds) are also transformed, but lose any magic powers they might have had.
Duration: 1 minute. The spell expires if the subject loses consciousness.
Cost: 6 to cast. 2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Body of Water, Plant Form, Magery (Body) 2
Temporarily grants the subject the Body of Water meta-trait found at the bottom of this page.
Clothes (up to 6 pounds) become liquid along with him, while other possessions drop to the ground.
Duration: 1 minute.
Cost: 5 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisite: Shape Water, Magery (Body) 2
Similar to Steam Jet, except that the steam issues from the caster’s mouth, Breathe Steam cannot be maintained, and each energy point buys 1d damage instead of 1d-1.
Caster rolls to hit against DX-2 or Innate Attack skill. This counts as an attack; it may be dodged or blocked, but not parried. The caster must be facing his target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead.
Thus, Breathe Steam can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Steam Jet, and Resist Fire.
Regular Spell; Resisted by highter of ST and Will
Control all actions of a single elemental while the spell continues. For direct control, the elemental must remain within the caster’s view. If the elemental is simply told to leave, it does so. If the elemental is sent to do a task, rather than controlled directly, its IQ must be sufficient (GM’s decision) to comprehend its instructions!
This spell can also be used as an information spell, to judge the four attributes of that type of elemental (within 15 feet). A successful roll is required, but there is no energy cost.
Duration: 1 minute
Cost: 1 point per 10 character points used to build the elemental
Half that (round up) to maintain
Time to cast: 2 seconds
Prerequisite: Summon Water Elemental, Magery (Soul) 1
Increases a spring’s output, or creates one where none exists.
Duration: Permanent.
Note, however, that the local geology may eventually shift, reducing the spring’s output to its previous level.
Cost: 5 times the increase in the spring’s output, in gallons per hour.
Time to cast: 1 minute.
Prerequisites: Dry Spring
Turns regular acid into the magical essence of acid. No substance is immune to its bite, and it inflicts three times as much damage before being neutralized. Essential Water or Flame, in like quantity, will nullify Essential Acid. If frozen with the Freeze spell, it is harmless until thawed.
At the GM’s option, this spell may produce alkahest (p. 220).
Duration: Permanent until neutralized.
Cost: 8 per gallon.
Prerequisites: Create Acid
Like Create Water, but the water created is the magical essence of water. It extinguishes any type of fire in the same proportion that ordinary water extinguishes ordinary fire. It is also three times as thirst-quenching as ordinary water – in other words, a mere quart of Essential Water will keep someone hydrated for a full day of exertion in hot climates.
Duration: Permanent until used; if it is used to put out a fire, for instance, the steam created is ordinary water.
Cost: 3 per gallon created.
Prerequisite:
Lowers the temperatures in the body tissues of the subject, causing damage or death. Affects the whole victim if cast from a distance; if cast by touch, damage is limited to the part touched. Armor does not protect.
Duration: Damage is permanent until healed.
Cost: 1 per die of damage done, up to 3.
Time to cast: 3 seconds.
Prerequisites: Frost and Freeze.
The caster expels a deadly hail of ice and cold air from his mouth. The caster rolls to hit against DX-4 or Innate Attack skill. This counts as an attack; it can be dodged or blocked, but not parried. The caster must be facing his target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead. Thus, Icy Breath can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Does 1d+1 damage for every point of energy in the spell.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Snow Jet, and Resist Cold.
Like Icy Weapon, but cast on a missile weapon. The weapon itself becomes cold to the touch, but won’t harm the wielder. Any missile it fires becomes freezing cold, doing +2 damage to most foes; it shatters after it hits a target or after 10 seconds, whichever comes first.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Icy Weapon.
Ice Daggers rain from the sky onto the area, causing 1d-2 impaling damage per second to all within it.
Characters and creatures under the Rain of Ice Daggers take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast out of doors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the ice, but it may take damage.
This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions!
Inanimate objects such as buildings protect with their DR.
Duration: 1 minute.
Base cost: 1 (minimum 2).
For double base cost, the Rain of Ice Daggers does 1d per second!
Prerequisites: Hail, and Ice Dagger.
Similar to Acid Jet, except that the acid issues from the caster’s mouth, Spit Acid cannot be maintained, and each energy point buys 1d damage instead of 1d-1. Caster rolls to hit against DX-2 or Innate Attack skill. This counts as an attack; it may be dodged or blocked, but not parried. The caster must be facing his target. No hand gestures are required to cast this spell; certain lip and tongue motions are made instead.
Thus, Spit Acid can be cast “no hands” at any level of skill.
Duration: 1 second.
Cost: 1 to 4.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Acid Jet, and Resist Acid.
Each application of this spell can raise or lower the water level by one foot; for larger changes, increase the spell’s cost proportionately. The “hill of water” thus created spreads naturally from the area affected, dropping by one foot for each yard beyond the actual area of the spell.
The spell may be cast on an area, affecting the tide in it. It can also be cast on an object, such as a ship, which it must then encompass in its entirety. The area of effect then moves with the object.
Duration: 1 hour.
Base cost: 1/30 (minimum 1).
Same cost to maintain.
Time to cast: 1 minute.
Prerequisites: Shape Water
Pass through water or ice as if it were air; the subject can walk through glaciers, along the bottoms of lakes, etc. Like the Swim spell, this negates combat penalties for fighting in water.
In liquid water, the subject requires a surface to walk on. The spell may cost more if resistance to high pressures is necessary. The spell neither opens a passage so that others can follow, nor reveals what is on the other side . . . If the caster (or the subject) knows a spell to let him breathe, the subject will have no difficulty breathing during his journey, at no energy cost.
Otherwise, he must hold his breath!
Should the spell end before the subject regains the open air, he finds himself submerged. He is not automatically harmed, but drowns (or suffocates, if in ice) if he cannot escape.
Duration: 1 second.
Cost: 4 to cast.
3 to maintain.
Time to cast: 3 seconds.
Prerequisites: Shape Water.
Create a circular whirlpool in a body of water (lakes, rivers, seas, but also ponds and pools). By concentrating, the caster can move the Whirlpool any distance up to its own diameter per second. The caster may move at half speed while concentrating. The whirlpool has a “funnel” in its center, the radius of which (at the surface) may be up to half that of the whirlpool. The depth of the funnel may be up to twice the radius of the whirlpool. The funnel gets progressively narrower as one nears its bottom.
The outermost yard of the whirlpool moves at Move 1, the next inner ring at Move 2 and so on.
Anyone caught in the whirlpool will be dragged towards its bottom; a Swimming roll, at a penalty equal to the current ring’s speed, must be made every revolution to avoid being dragged into the next inner ring (in addition to the usual consequences for failure – p. B354). A success by 3 or more means the swimmer managed to move outward one ring (if he so wills).
The whirlpool has little effect on beings and objects weighing more than 90 pounds times its radius in yards. While in the whirlpool, all DX-based skills (except aquatic ones such as Swimming or Scuba) are at -5, above and beyond any penalty for being in water in the first place.
Duration: 1 minute after reaching full strength.
Base cost: 2 to cast. Half that to maintain.
Time to cast: The Whirlpool starts immediately, but the caster must concentrate for a number of seconds equal to the Whirlpool’s radius in yards to bring it to full strength.
The Whirlpool takes a like time to stop once the spell lapses, although no concentration is required.
Prerequisite: Shape Water.
Create a spirit of the appropriate element. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction).
Cost: 1 point per 5 character points used to build the elemental.
Time to cast: Seconds equal to the total character points used to build the elemental.
Prerequisites: Control Water Elemental, Magery (Soul) 2
“Petrifies” a living subject (and all his gear!) into ice. Stone to Flesh can reverse the effects of this spell, but the caster is at a -4 penalty unless he also knows Flesh to Ice. Remove Curse can also break the spell.
Duration: Permanent until reversed by another spell or substantial melting (or breakage) takes place.
Cost: 12 to cast
- must affect the entire subject, not just a part of it!
Time to cast: 2 seconds.
Prerequisites: Frostbite and Body of Water.
Causes a geyser of scalding-hot water to gush forth from the ground.
It creates a hole equal to its radius, as set by the caster. All those within the geyser suffer 3d damage. They are automatically pushed out of the area of effect, and must make a DX-5 roll to stay afoot!
Two seconds after the geyser starts, the water begins to fall back as spray.
Under normal conditions, it affects an area double the radius of the original geyser. All those within this new spray area suffer 1d damage per second.
Example: A geyser of 2 yards radius is created. All those in that area suffer 3d damage. Two seconds later, all those within 4 yards, but not within 2 yards, suffer 1d of damage.
If the caster is in the geyser area, he takes normal damage, but if he is in the spray area, he is unharmed.
The geyser must always spring from the earth; it would not work on a rooftop. If cast under unusual circumstances, it can produce interesting effects, such as a continuing stream of scalding water flowing downhill at foes, but these must be controlled by the GM.
Duration: 1 second.
Base cost: 5 to cast.
2 to maintain.
Time to cast: 5 seconds.
Prerequisites: Create Spring, Magery (Earth) 2, Magery (Fire) 2
Droplets of acid rain from the sky onto the area, causing 1d-1 acid damage per second to all within it.
Characters and creatures under the rain of acid take damage on their own turns; if less than an entire second is spent in the affected area, damage is halved (round down).
The spell can only be cast out of doors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the droplets, but it may take damage. This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions!
In addition, acid rain eats objects away at the rate of 1 HP every 10 seconds; the object’s DR protects it completely for 3 seconds per DR. This includes buildings.
Duration: 1 minute.
Base cost: 3. Same cost to maintain.
Prerequisites: Rain, Create Acid
Your body is made of liquid.
Amphibious [10]; Chameleon 1 [5]; Constriction Attack [15]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 175 points.
Your body is made of an organic slime like algae or slime mold.
Amphibious [10]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Bad Smell [-10]; Disturbing Voice [-10]; Invertebrate [-20]; Affected by Plant spells [0]. 60 points.
This is the basic water elemental summoned by casting Summon Water Elemental at the minimum energy cost of 4. More energy put into the spell summons a more powerful elemental. Usually, this simply means a larger elemental; one point of energy is equal to 1 additional point of ST, 5 HP, or 2 points of DR. However, the GM may choose to build a more exotic elemental, adding unusual traits to the following template, or working one up from scratch.
Small Fire Elemental
40 points
Attribute Modifiers: ST-3 [-30]; DX-2 [-40]; IQ-3 [-60]; HT-2 [-20].
Secondary Characteristic Modifiers: SM -1.
Advantages: Amphibious [10]; Chameleon 1 [5]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10].
Disadvantages: Invertebrate [-10]; Vulnerability (Dehydration) [-10].