Water Spells – Green – Defence & Harmony
Spells
Water Spells – Green – Defence & Harmony
Cantrip (Free with lore, 0 mana)
Create Water (Green Cantrip)
Range: Touch
Duration: Instant
Activation Phrase: Create Water! (touch container)
Effect: Conjures 1 pint of water into container touched. This spell conjures the same body of water each time it is cast.
First Level (1XP, 1 mana)
Douse (Green First)
Range: 30 feet
Duration: Instant
Activation Phrase: Douse [item]!
Effect: Creates 1 pint of water at range. Which can put out a torch or candle, but not a fire. The target must be visible (no, you cannot create water inside peoples bodies).
Sprout (Green First)
Range: Touch
Duration: 24 Hours
Activation Phrase: Sprout!
Effect: Causes 1 plant touched to grow to harvest/fruition across the next 24 hours. Plants are stopped by physical barriers such as ceilings and do not destroy walls.
Water Breathing (Green First)
Range: Self
Duration: 5 Minutes
Activation Phrase: Water Breathing!
Effect: Allows caster to breathe water for 5 minutes.
Second Level (2XP, 2 mana)
Barrier (Self) (Green Second)
Range: Self
Duration: 5 Minutes
Activation Phrase: Barrier!
Effect: A film of ice surrounds the caster and confers 2 points of magical armour.
Third Level (2XP, 3 mana)
Imbue Weapon with Water (Green Third)
Range: Touch
Duration: 5 Minutes
Activation Phrase: Imbue this [weapon] with Water!
Effect: Adds FREEZING to the weapon’s damage call for 5 minutes. If a second imbue weapon is cast on the same weapon the first imbue ends and the second takes over. This spell will cancel or be cancelled by any of the ‘Fireblade‘ or ‘Flamebow‘ spells.
Deluge (Green Third)
Range: 30 feet
Duration: Instant
Activation Phrase: Deluge!
Effect: Creates a deluge of water at range. This deluge falls from the sky and floods an area, which can put out a fire but does not cause damage. The target must be visible (no, you cannot create water inside peoples bodies!).
Barrier (Other) (Green Third)
Range: Touch
Duration: 5 minutes
Activation Phrase: Barrier!
Effect: A field of ice surrounds the recipient and confers two points of magical armour.
Fourth Level (3XP, 4 mana)
Plate (Self) (Green Fourth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Plate!
Effect: Caster’s skin becomes as strong as steel. Gives 4 points of magical armour.
Genesis (Green Fourth)
Range: 30 feet
Duration: 24 Hours
Activation Phrase: Genesis!
Effect: All plants within a 30 foot radius grow to harvest/fruition across the next 24 hours. Plants are stopped by physical barriers such as ceilings and do not destroy walls.
Wall of Vines (Green Fourth)
Range: Touch
Duration: 5 Minutes
Activation Phrase: Wall of Vines! TIME-FREEZE
Effect: As the spell is cast the mage puts down a physical representation of the wall of vines up to 30 feet long. This represents a wall of magical vines 10 feet high. Walking through this takes 30 seconds, weapons may not strike damage through this wall but the wall of vines does not interrupt line of sight.
Any obstacles in the way (e.g. trees, walls, large rocks) will limit its length. The caster should call Time Freeze to place the phys-rep of the wall, and then call Time In once all players and monsters are ready to continue.
Fifth Level (3XP, 5 mana)
Plate (Other) (Green Fifth)
Range: Touch
Duration: 5 Minutes
Activation Phrase: Plate!
Effect: Recipient’s skin becomes as strong as steel. Gives 4 points of magical armour.
Refract (Green Fifth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Refract!
Effect: Caster shimmers and is so distorted that he or she cannot be clearly identified. So takes half damage (after armour).
Liquefy (Green Fifth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Liquefy!
Effect: Caster’s body and equipment take on the properties of water, though they may stand upright. They are unharmed by physical attacks and may do no damage. They are unable to cast and the body of `water` cannot be separated.
Sixth Level (4XP, 6 mana)
Embody Small Elemental (Green Sixth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Embody small water Elemental! TIME-FREEZE!
Effect: Summons a small Undine to embody the caster, replacing them for the duration of the spell.
On casting Time Freeze should be called and the caster’s player should don the appropriate elemental costume (this spell cannot be cast without it to hand) then Time In in the same pose and position the caster was in. For the duration of the spell, they play the elemental, acting under the mental control of the caster.
The elemental has the stats as per the Elementalism rules document, effects on the caster are paused while the elemental is embodied and do not carry over to the elemental. Similarly, effects cast on the elemental end when it leaves. The caster cannot act or be targeted while the spell is in effect. When the elemental is destroyed or the duration expires, the caster should call Time Freeze, remove the elemental costume, then Time In as the caster in the same pose and position the elemental was in. All previous effects on the caster then resume.
Imbue Area with Water (Green Sixth)
Range: 30 feet
Duration: 24 Hours
Activation Phrase: Imbue this area with Water! TIME-FREEZE!
Effect: The mage opens wide the portal in his focus, calling forth the raw energy of the elemental plane of Water. As this energy flows into the world, it infuses the area around the mage, making it more like the elemental plane. Water-based spells cast in this area receive double duration, contrary-wise Fire-based spells suffer half-duration. This stacks with doubling from Elemental Elf bonuses.
On casting Time Freeze should be called and the caster’s player should explain the effect of the Imbue Area spell. Whilst the spell is in effect, approximately every 5 minutes, the caster should state “OC: We are in an area imbued by Water” or words to similar effect. The caster must remain conscious and within the area to maintain the effect. The spell will also fade if the caster is killed. The caster should state “OC: The Imbue Area spell is over” or similar.
While imbuing an area, a mage may only cast Water-based spells, or metamagic. If a second imbue area is cast by anyone over the same area the first disappears and the second takes over.
Water spells should be prefixed with Greater and Fire spells with Lesser.
Protection from Water (Self) (Green Sixth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Protection from Water!
Effect: Caster is immune to FREEZING damage and the effects of Water-based magic.
Seventh Level (4XP, 7 mana)
Protection from Water (Other) (Green Seventh)
Range: Touch
Duration: 5 Minutes
Activation Phrase: Protection from Water!
Effect: Recipient is immune to FREEZING damage and the effects of Water-based magic.
Eighth Level (5XP, 8 mana)
Bubble (Green Eighth)
Range: 30 feet, Sphere
Duration: 5 Minutes
Activation Phrase: Bubble! TIME-FREEZE
Effect: On casting the caster lays out a physical representation of the edge of the bubble, All those within the bubble have magic armour sufficient and all non-spiritual damage calls are reduced to zero. Entering or exiting the bubble takes 30 seconds. The caster must remain still in the middle of the bubble, with both feet on the ground, and maintain it, if the caster’s concentration is broken the bubble disappears.
Embody Large Elemental (Green Eighth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Embody large water Elemental! TIME-FREEZE!
Effect: Summons a large Undine to embody the caster, replacing them for the duration of the spell.
On casting Time Freeze should be called and the caster’s player should don the appropriate elemental costume (this spell cannot be cast without it to hand) then Time In in the same pose and position the caster was in. For the duration of the spell, they play the elemental, acting under the mental control of the caster.
The elemental has the stats as per the Elementalism rules document, effects on the caster are paused while the elemental is embodied and do not carry over to the elemental. Similarly, effects cast on the elemental end when it leaves. The caster cannot act or be targeted while the spell is in effect. When the elemental is destroyed or the duration expires, the caster should call Time Freeze, remove the elemental costume, then Time In as the caster in the same pose and position the elemental was in. All previous effects on the caster then resume.
Ninth Level (5XP, 9 mana)
Ice Body (Green Ninth)
Range: Self
Duration: 5 Minutes
Activation Phrase: Ice Body!
Effect: Makes caster immune to physical and through damage and provides 12 points of magical armour. The immunity is lost when the last point of magical armour is lost or the spell reaches the end of its duration. Note that the armour can only be removed using magic damage.