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School of Water Magic

The School of Water contains spells that manipulate water and ice. As most living creatures are mostly water, spells from this School can be used to influence minds and control plants. In its icy form, water spells can also cause harm directly.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Ice Dart 2 Ice Dart 4 Ice Dart 6 Ice Dart 8
Freeze (T) Freeze (R) Slow (T)
Coma 1 Coma 2
Command 1 Command 2
Suggestion 1
Clear Mind (T) Clear Mind (R)
Willpower 1 Willpower 2
Weaken Will 1 Weaken Will 2
Trip Entangle (T) Entangle (R) Double Entangle (T) Double Entangle (R)
Mass Trip
Plant Strength Double Plant Strength
Trigger Trap Hold Trap
Aura of Trap Immunity Proficiency Aura of Trap Immunity Specialisation
Rust (T) Rust (R)
Ice Blade 0 Ice Blade 1 Ice Blade 2 Ice Blade 3 Ice Blade 4
Water Form 1
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Ice Dart 10 Ice Dart 12 Ice Dart 14 Ice Dart 16 Ice Dart 18 Ice Dart 20
Slow (R)
Mass Freeze Mass Slow
Coma 3 Coma 4 Coma 5
Mass Coma 1 Mass Coma 2 Mass Coma 3
Command 3 Command 4 Command 5
Mass Command 1 Mass Command 2 Mass Command 3
Suggestion 2 Suggestion 3 Suggestion 4
Mass Suggestion 1 Mass Suggestion 2
Charm 1 Charm 2 Charm 3
Mass Charm 1
Mass Clear Mind
Willpower 3 Willpower 4 Willpower 5
Weaken Will 3 Weaken Will 4 Weaken Will 5
Mass Weaken Will 1 Mass Weaken Will 2 Mass Weaken Will 3
Triple Entangle (T) Triple Entangle (R) Quadruple Entangle (T) Quadruple Entangle (R) Quintuple Entangle (T) Quintuple Entangle (R)
Mass Entangle Mass Double Entangle Mass Triple Entangle
Triple Plant Strength Quadruple Plant Strength
Aura of Trap Immunity Expertise Aura of Trap Immunity Mastery Aura of Trap Immunity Advanced Mastery
Mass Rust
Ice Blade 5 Ice Blade 6 Ice Blade 7 Ice Blade 8 Ice Blade 9 Ice Blade 10
Water Form 2 Water Form 3 Water Form 4
Ice Dart <n>

Range: 20’
Duration: Instantaneous
Type: Offensive, Elemental
Target: Person
Resisted by: Power armour, Dexterity
Power: Ice
Effect:
Ice Dart <n> causes <n> points of Power damage to every location of the target creature and <n> Life Point damage. The spell vocal should end with the words “Ice Dart <n>” to indicate the damage and the caster should point at the targeted character.

Freeze (T)/(R)

Range: Touch/20’
Duration: 10 seconds
Type: Offensive
Target: Person
Resisted by: Strength
Effect:
Causes the target character, to freeze for 10 seconds or until attacked.

Freeze temporarily freezes all the water in the effected creatures body, thus opponents with no water, such as Skeletons, are immune to this spell. In addition, strong characters can shrug off the effect of the spell, though at least Strength is required and the character takes 2 Body Points of damage to all locations and 2 Life Point damage as icy shards tear through the character’s body. Defensive spells and miracles do not protect against this damage, though Endurance does.

Mass Freeze

Range: 20’
Duration: 10 seconds
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Strength
Prerequisite: Freeze (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Freeze.

Slow (T)/(R)

Range: Touch/20’
Duration: 15 minutes
Type: Offensive
Target: Person
Resisted by: Double Strength
Effect:
Causes the target character to be Slowed (a Slowed character can only move at half speed, any defence from Dexterity is halved, the Player should roleplay being slowed, reacting slowly, walking at a slow pace, talking slowly, etc.).

The spell works by partially freezing any water in the targets body. Opponents with no water, such as Skeletons, are not effected by this spell. In addition, strong opponents can shrug off the effect of the spell, though at least Double Strength is required. Doing so requires 10 seconds and has the side effect of causing 4 Body Points of damage to all locations and 4 Life Point damage as icy shards tear through the character’s body. Defensive spells and miracles do not protect against this damage, only Endurance & Life Shield does.

Mass Slow

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Double Strength
Prerequisite: Slow (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Slow.

Coma <n>

Range: Touch
Duration: 15 minutes
Type: Offensive, Mental
Target: Person
Resisted by: Willpower
Effect:
Directly affects the mind, causing signals from the brain to be stopped. The target falls unconscious for 15mins.

The target can be awoken before this by any of the following methods:

  • Causing any damage (including subdual and bruising, excluding damage soaked by Endurance).
  • Draining/Stealing any Mana/Standing.

Note that this spell does not affect the Undead, plants, or similar creatures.

Mass Coma <n>

Range: 20’
Duration: 15 minutes
Type: Offensive, Mental
Target: Area (10’ Radius)
Resisted by: Willpower
Prerequisite: Coma <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Coma <n>.

Command <n>

Range: 20’
Duration: 10 seconds
Type: Offensive, Mental
Target: Person
Resisted by: Willpower
Effect:
The caster gives a one word command which must be obeyed if the target fails to resist. Commands which cause damage or have a permanent effect are ignored (hence Command “Die!” will have no effect).

This spell does effect creatures even if they cannot understand the caster’s language, as this spell works directly on the mind.

Attacking the target during the effect breaks the spell (as per Freeze, Halt etc.).

Mass Command <n>

Range: 20’
Duration: 10 seconds
Type: Offensive, Mental
Target: Area (10’ Radius)
Resisted by: Willpower
Prerequisite: Command <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Command <n>.

Suggestion <n>

Range: 20’
Duration: 10 seconds
Type: Offensive, Mental
Target: Person
Resisted by: Willpower
Pre-requisite: Command <n + 1>
Effect:
The caster gives a one sentence command which must be obeyed if the target fails to resist. Suggestions which cause damage or have a permanent effect are ignored (hence the Suggestion “Run off that cliff!” will have no effect).

A sentence is any phrase without any conjunctions (e.g. and, or, etc.) up to a maximum of 10 words.

Attacking the target during the effect breaks the spell (as per Freeze, Halt etc.).

Mass Suggestion <n>

Range: 20’
Duration: 10 seconds
Type: Offensive, Mental
Target: Area (10’ Radius)
Resisted by: Willpower
Prerequisite: Suggestion <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Suggestion <n>.

Charm <n>

Range: Touch
Duration: 15 minutes
Type: Offensive, Mental
Target: Person
Resisted by: Willpower
Pre-requisite: Suggestion <n + 1>
Effect:
Causes a target who fails to resist to consider the caster to be a close friend for the duration of the spell. If the caster makes any hostile action, either directly or indirectly, against the target the spell immediately ends.

The target cannot take any hostile action against the caster, but note that the target does not become a mindless slave of the caster, nor does he abandon his previous allies and friends.

Mass Charm <n>

Range: 20’
Duration: 15 minutes
Type: Offensive, Mental
Target: Area (10’ Radius)
Resisted by: Willpower
Prerequisite: Charm <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Charm <n>.

Clear Mind (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Mental
Target: Person
Effect:
Clear Mind removes ONE offensive Mental spell/miracle cast on the target (the caster specifies which one). Note that this spell cannot be used on the caster as they will not be aware that anything is wrong.

Example: Twinkle has a Fear 2 and a Charm 1 running on her. Bunty casts Clear Mind on Twinkle specifying that the Fear is removed.

Clear Mind CANNOT remove possession.

Mass Clear Mind

Range: 20’
Duration: Instantaneous
Type: Mental
Target: Area (10’ Radius)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Clear Mind.

Willpower <n>

Range: Touch
Duration: 15 minutes
Type: -
Target: Person
Effect:
Willpower increases the target’s Willpower by <n>.

This spell will not remove any existing effects on the target.

This spell is not cumulative with any other Willpower increasing spell/miracle.

Weaken Will <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Person
Effect:
Weaken Will decreases the target’s Willpower by <n> for the duration of the spell. This spell cannot take a character’s Willpower below 0. Weaken Will is effective against all targets.

Mass Weaken Will <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Area (10’ Radius)
Prerequisite: Weaken Will <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Weaken Will <n>.

Trip

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Dexterity
Effect:
Causes any plants around the targeted character to tangle together, which trip him if he’s moving (the player should fall to his knees). If there are no ground level plants in the area, the spell has no effect.

You cannot Trip someone who is in the process of getting out of a Grip i.e. has just one leg free.

A usable Dexterity of 4 is sufficient to avoid the effects of Trip.

Mass Trip

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Dexterity
Prerequisite: Trip
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Trip.

<Strength> Entangle (T)/(R)

Range: Touch/20’
Duration: 15 minutes
Type: Offensive
Target: Person
Resisted by: Strength
Effect:
Entangle causes any plants near the target to entangle his limbs. Thus a character on grass will have his legs entangled, while a character on grass and near a tree will his legs and arms entangled. A character with at least <Strength> can break the hold, taking 5 seconds per entangled location.

Mass <Strength> Entangle

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Strength
Prerequisite: <Strength> Entangle (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a <Strength> Entangle.

<Strength> Plant Strength

Range: 20’
Duration: 15 minutes
Type:
Target: Plant
Effect:
Plant Strength effects plants and plant based creatures, protecting them from destruction and giving them <Strength> if relevant.

This spell also repairs damaged plants, healing them of 25/50/75/100 points of damage.

Trigger Trap

Range: 20’
Duration: Instant
Type: Offensive
Target: Trap
Effect:
The caster nominates a trap that they can detect, using Recognise tracks or other means. If there are plants in the area, then they trigger the trap immediately.

Hold Trap

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Trap
Effect:
The caster nominates a trap that they can detect, using Recognise tracks or other means. If there are plants in the area, then they wrap around the trap, preventing it from being activated by any means.

Aura of Trap Immunity <skill>

Range: Self
Duration: 15 minutes
Type: Protective
Target: Person
Effect:
Aura of Trap Immunity creates a sphere of 10’ radius around the caster. Traps equal to or below the level of the Aura of Trap Immunity cannot be triggered up to ten feet around the caster for the duration of the casting. This miracle does not function where plants are not present.

Rust (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Offensive
Target: Object (metal)
Resisted by: Protective casting
Effect:
Rust destroys any metal object touched or up to a range of 20’.

Mass Rust

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Protective casting
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and a type of item (Shield, Weapon, Armour). One item of the specified type on all characters within 10’ of the point is affected by a Rust. The Rust targets items currently being used first, but continues to other items of the specified type until it takes effect. If a type of Armour is specified, each location is treated as a separate item and the Rust progresses from the strongest to the weakest.

In addition, all non-owned items of that type within 10’ of the point are affected by a Rust.

Example: A party of brave adventurers are fighting a group of Orcs, and have nearly finished defeating them when a Priest of Chaos turns up and casts Mass Rust Weapon. Each character in the area will have the weapon he is currently using affected by a Rust.

In the case where two weapons are being used, the primary weapon is affected first. If the weapon is protected or an unsuitable material, the Rust will move to another weapon owned by the character, targeting a secondary weapon followed by all other weapons starting with the largest (i.e. most damage).

The Rust stops affecting each character once it runs out of targets or it destroys a weapon.

The Rust also destroys all the weapons from the fallen as they are currently unowned.

Ice Blade <n>

Range: Touch
Duration: 15 minutes
Type: Protective
Target: Weapon
Power: Ice
Effect:
Ice Blade can be cast on any weapon and adds <n> cold Power damage for 15 minutes. If cast on a metal weapon, the weapon is destroyed as soon as the spell expires due to rusting damage. The weapon can be protected against this effect by the use of miracles, for example the Order miracle Strengthen.

Ice Blade 0 causes no additional damage, but does protect the weapon from being melted, warped or otherwise destroyed.

The call upon a successful hit is “Ice <n>”, if the weapon is doing additional damage.

Water Form <n>

Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
This spell begins transforming the target’s body into water. The caster may select <n> options from the following list:

  • DR2 [Normal, Ice]. Additional selections increase the DR by 2 each time.
  • Mental Resistance 1. The target gains immunity from the next Willpower resisted spell/miracle cast at him. Additional selections increase this by 1 each time.
  • All Water spells the target casts require 1 less Mana (minimum 1). This can only be selected once.
  • The target is immune to one of the following spells: Ice Dart, Freeze, Coma, Command, Suggestion, Charm, Weaken Will, Trip & Rust. This stacks with Spell Immunity. Additional selections can choose an additional spell.

While in Water Form, the target can only cast spells from the school of Water.

The target of Water Form must have dedicated themselves to the element of Water. Water Form can only be learnt and cast if Water is the primary School of the caster and target.