School of Magic | Water |
Domain | Elemental |
Polarity | Order |
Realm of Origin | The Realm of Stillness |
Associated Colors | Blue, Turquoise, Cyan, White |
Associated Materials | Sapphire, Coral |
Crafting/Enchanting Material | Everice |
School of Powers | Water |
Academic Name | Hydromancy |
Traditional Name | Lore of Sea |
School of Powers, Volatile | Frost |
Academic Name | Cryomancy |
Traditional Name | Lore of Winter |
Water Magic in the Realm of Strife is the manifestation of the spiritual energy of the Realm of Stillness. Water magic innately seeks order, flowing through and around the turbulent nature of creation, to find the calmest and most stable of paths. This grants properties of aiding and healing that are far above the capacity of most other magics and as such Water Powers are often associated with peace and tranquility. However this should not be confused as weakness. If required Water Powers are quite capable of exerting immense forces, drawing on a depth of power that mortals cannot truly fathom.
If Water Magic has a weakness, it is found in how fiercely it seeks order, for stillness and calmness are the ultimate forms of order. When water becomes truly still it ceases to move all together and becomes ice. While Frost Powers are the result of Water Powers achieving perfect stillness, they carry with them a volatility that cannot be ignored. Frost powers sap the energy and life out of their surroundings, all the while expanding in razor sharp crystalline structures that are as beautiful as they are deadly. The volatile endothermic energy of Frost powers should never be handled lightly for it carries with it the ability to end all life itself in its mindless drive towards perfect order and stillness.
Passive Effects
Passive Effects for Water Magic are unique to each School of Powers:
Water Power Passives
Applies to Water powers only NOT Frost Powers
Water Damage
- All direct damage caused by Water Powers is treated as magical damage that uses Elemental Resistance and inflicts Impact or Crushing Injuries
Water Pressure
- After casting 4 Water powers in a row, the next water power cast has the casters choice of EITHER reducing the spirit cost by 20 (effectively making any power that costs 20 or less free) OR gaining +15% Critical Cast chance. The Water Pressure effect is then consumed.
Frost Power Passives
Volatile Powers
- All Frost Powers are considered Volatile Powers
Deep Cold
The continued use of volatile frost powers puts the caster into a state of Deep Cold, increasing the chances of both miscasts and critical casts. Remaining in this state too long will cause the caster to freeze solid.
- When 4 or more stacks of Volatile Frost energy are present on the caster, gain +15% to BOTH Critical Cast & Miscast
- Upon reaching 8 stacks, the caster is frozen, and remains so for 2 rounds (unless dispelled or shattered)
Water & Frost Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Coldfire | yes | 22 | Elemental | Water | Frost | Alteration | 1 | 2 | Modify | instant | 30 | Cast on any source of natural flame within range to turn it into a pale blue coldfire flame. Coldfire does not burn or consume fuel and instead of producing heat it actively absorbs it, effectively radiating cold. Coldfire lasts for up to 1 day unless dispelled or cancelled by the caster. Can be cast on multiple targets if multiplying the spirit cost by the number of targets. | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Water | yes | 22 | Elemental | Water | Water | Conjuration | 1 | 1/Tier | Utility | instant | 30 | creates up to 4 servings of water: • T1: Regular Water • T2:Spring Water • T3: Glacier Water • T4: Mineral Water • T5: Enchanted |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Undertow | yes | 24 | Elemental | Water | Water | Destruction | 1 | 2 | Imbue | instant | 4 | upon wounding, the target is pulled up to 1" +1"/Tier" in a straight line in the opposite direction of the attack (i.e. behind the attacker, or towards the attacker if used on a ranged attack) | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Douse Magic | yes | 32 | Elemental | Water | Water | Alteration | 1 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is fire or air magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to douse any natural flame in a 1" per Tier radius around the target • can also be used to dispel/shatter 1 fire or air magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Freeze Magic | yes | 32 | Elemental | Water | Frost | Alteration | 2 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known fire magic effect, use resistance equal to 7x the Tier of the caster of the effect • can also be used to dispel/shatter 1 fire magic based enchant/crafting • if used against any other source of magic (except light or solar) it instead places the item or effect into a permanent 'frozen stasis' at half the normal resistance, nullifying its effects until the frozen statis is dispelled, at which point the magic returns to its normal function and/or remaining duration |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frost Trap | yes | 42 | Elemental | Water | Frost | Devastation | 1 | 2/Tier | Trap | action | 20 | 0.5" radius per Tier • inflicts 1d8 damage per Tier and all affected targets have their movement reduced by 1" per Tier (can be reduced to zero) on their next turn • if not escaping the radius of the trap after moving they are frozen for 1 round |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Bolt | yes | 43 | Elemental | Water | Frost | Destruction | 1 | 3 | Missile | action | 30 | Fires a jagged chunk of ice at the target, inflicting 1d8 damage +1/Tier with a 15% chance/Tier to Slow for 2 rounds | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rivers Grace | yes | 56 | Elemental | Water | Water | Fortification | 1 | 3 | Boon | instant | 4 | Places a boon upon the target that allows it to move with supernatural grace, like the gentle flow of a river • grants +3 Advantage on all Agility and Charm rolls • Consume as an instant (or as a Reaction to taking taking damage) to auto-heal 1d10 HP +1 per Tier of Caster |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Shiver | yes | 65 | Elemental | Water | Frost | Destruction | 2 | 3 | Imbue | instant | 4 | 50% extra damage if target has been frozen or had movement slowed by frost effects | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Water Jet | yes | 70 | Elemental | Water | Water | Destruction | 1 | 3 | Missile | action | 15 | Fires a narrow high pressure jet of water that hits the first target in its path inflicting 2d4 Water damage and a 1d4" knock back with no immediate knock down effect, unless causing collision damage. The knock back still occurs even if water jet is successfully blocked by a shield | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Turbulent Waters | yes | 71 | Elemental | Water | Water | Devastation | 1 | 2/Tier | Trap | action | 20 | 1" radius per Tier • must be cast on a water body of some kind (stream, lake, pool, etc...) • when triggered the water becomes extremely turbulent, which could include effect such as surges, strong currents, rapids, whitewater, whirlpools, etc... • instead of using Elemental Resistance, affected targets must pass a Stamina test (at -1 Stamina per Tier of the power) or be knocked down and suffer 1d6 damage per Tier • as per GM discretion, depending on where the trap was cast targets could be swept away (off the battlefield) |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Bone Chill | yes | 88 | Elemental | Water | Frost | Alteration | 2 | 3/Tier | Control | instant | 15 | Slows a single target for 1 round per Tier and increases all frost/cold damage done to the target by 1 per Tier for the duration | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chains of Ice | yes | 95 | Elemental | Water | Frost | Conjuration | 3 | 2/tier | Binding | action | 10 | targets are Immobilized (or snared) • any damage breaks the chains but in doing so inflicts +50% more damage |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Anchor of the Deep | yes | 96 | Elemental | Water | Water | Conjuration | 2 | 2/Tier | Binding | action | 10 | targets cannot move more than 2" away from an anchor point established by the caster but can otherwise move freely • damage does NOT break the effect |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deeptide Armor | yes | 106 | Elemental | Water | Water | Fortification | 2 | 10 | Armor | instant | self | while active gain +6 Armor and +6 Elemental Resistance • after a successful armor save or Elemental Resist, convert 25% of the damage that would have been done into healing directed at a single target within 4" (including self) • after occurring 3 times the Deeptide Armor disappears • if successfully resisting heat or fire based damage increase the effect to 50% but immediately remove the Deeptide Armor |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
False Water | yes | 111 | Elemental | Water | Water | Conjuration | 2 | 1 per 1" | Illusion | instant | 12 | creates illusionary water that appears real and flows in a realistic manner, but does not have physical form, feel wet, quench thirst, or put out fires • the spirit cost is based on the initial size of the False Water (before any flowing) and measured in 1" cubes (i.e. a 10" by 3" by 1" False Water conjuration would cost 30 spirit) |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frost Armor | yes | 118 | Elemental | Water | Frost | Fortification | 3 | 12 | Armor | instant | self | while active gain +12 Armor & Imbue: Shiver ' free to cast • after 3 Armor Saves or taking any fire/heat damage, the Frost Armor is destroyed casting a free Frost Nova |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frost Nova | yes | 119 | Elemental | Water | Frost | Devastation | 2 | 7 | Nova | action | 2 | 1d12+1d4 damage, 20% chance/Tier to freeze the target for 1 round (see Frozen effect in Glossary) | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cold Ward | yes | 120 | Elemental | Water | Frost | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to all magical and natural/environmental effects caused by cold such as exhaustion, slows, freezing and movement/stat-reducing effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Frost powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Healing Stream | yes | 125 | Elemental | Water | Water | Fortification | 2 | 2.5/Tier | Healing | action | 15 | A single target receives 1d6+2 healing. For every Tier above 1, Healing Stream can bounce in a straight line to another target that is in range, causing them to receive 1d6+2 healing • can hit a target more than once if bouncing back to them • critical cast and modifiers apply only to the initial target • caster may choose themselves as the initial target |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Flow | yes | 126 | Elemental | Water | Frost | Destruction | 3 | 3 | Amplify | instant | self | The next Frost based destruction power cast does +3 damage and does not add Volatile stacks. Caster may also choose to remove one volatile stack to add another +2 damage. | Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Pressurize | yes | 141 | Elemental | Water | Water | Destruction | 2 | 6 | Amplify | instant | self | immediately apply the effects of having maxed out Water-Pressure to your next destruction power • in your next round all Spirit costs are doubled |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shatter | yes | 146 | Elemental | Water | Frost | Devastation | 3 | 10 | Blast | action | 24 | 2" radius, 1d6+1d8 damage • 2x damage if Frost effects have Frozen the target (counts as Shattering) or otherwise caused Immobilize effects • 1.5x damage if Frost effects have caused target to be Slowed or otherwise reduced movement speed |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tidal Shot | yes | 156 | Elemental | Water | Water | Destruction | 2 | 7 | Shot | action | 24 | A dense mote of water is charged with tidal forces and sent speeding towards the target, inflicting 1d8+1d6+1d4 water damage on impact • increase damage by +2 for every tier of the caster beyond 2 • the target is knocked down if it fails a Stamina test, apply -1 Disadvantage per Tier of the caster |
Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Water Breathing | yes | 164 | Elemental | Water | Water | Alteration | 2 | 3 per target | Modify | instant | 15 | targets can breathe underwater for up to 1 hour, or until cancelled or Dispelled | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Water Ward | yes | 165 | Elemental | Water | Water | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target cannot get wet in anyway and is immune to all forms of slow and stat-reducing effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Water powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Currents | yes | 171 | Elemental | Water | Water | Alteration | 1 | 2/Tier | Control | instant | 15 | caster selects a direction for currents to flow in relation to single target • if target wishes to move against the current it must first pass a strength test and even if successful move at 1/2 speed, cut strength in half if in water • if moving with the currents (even if against its will i.e. Knocksbacks) target moves +2" further, increases to +4" if in water • effects last 1 round per Tier or 1 hour per Tier outside of combat |
Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Crashing Wave | yes | 172 | Elemental | Water | Water | Devastation | 2 | 7 | Blast | action | 24 | A stream of water shoots up into the air and arches towards the target point, where it expands into a crashing wave that inflicts 2d6 Water damage in a 2" radius around the target point • targets are knocked down if failing a Stamina test |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tidal Wave | yes | 173 | Elemental | Water | Water | Devastation | 5 | 13 | Nova | action | 3 | A small tidal waves spreads out in a ring around the caster causing 3d10+2 water damage in a 1" inner radius, 2d10+2 in a 2" middle radius, and 1d10+2 in a 3" outer radius • any target that takes damage has -2 disadvantage on all Agility, Stamina, and Initiative rolls for up to one hour or until thoroughly drying out |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deep Resevoir | yes | 195 | Elemental | Water | Water | Fortification | 3 | 5 | Empower | instant | self | while active may expend HP at a rate of 1HP:2Spirit when using HP to cast, mages also receive +2 Damage or Healing with Water Powers while active • consuming reduces the Spirit cost of the next power cast by 1d20 (down to a minimum of 0) |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Depth Charge | yes | 196 | Elemental | Water | Water | Devastation | 3 | 12 | Bomb | instant | 12 | places dormant spell effect upon a single target that triggers under heavy water pressure, either naturally from being more than 2" below water, or when the caster of the depth charge reaches maximum water pressure • upon being triggered explodes causing 3d10 water damage in a 1" inner radius, 2d10 in a 2" middle radius, and 1d10 in a 3" outer radius • any target that takes damage has -2 disadvantage on all Agility, Stamina, and Initiative rolls for up to one hour or until thoroughly drying out |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flash Freeze | yes | 200 | Elemental | Water | Frost | Devastation | 2 | 6 | Bomb | instant | 12 | remains on the target • starts with 1 stack, but any time it is hit by a water based power or effect add a stack • when the target is hit by a frost power or effect, consume all stacks and trigger the bomb • inflicts 1d8 damage per stack in a 2" radius and Slows targets for 2 rounds • taking fire/heat dam of any kind has a 70% chance to remove 1 stack, potential dispelling the effect |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Frost Hydra | yes | 203 | Elemental | Water | Frost | Conjuration | 2 | 2+3/Head | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Ice Bolt'/round. • Each time the hydra takes 10 or more damage it loses 1 head (no AC or resists). • Can only lose multiple heads from a single attack if it is AoE or multi-target • Hydra despawns when no there are no heads remaining. |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Shield | yes | 204 | Elemental | Water | Frost | Fortification | 1 | 3 +2/Tier | Shield | instant | 10 | creates a stationary 1d10 (+2 per Tier) physical and elemental damage shield made of solid ice around the target that also negates all Frost effects while the target remains adjacent to it • the caster chooses a 90, 180, 270, or 360 degree around the target and the shield cannot be moved or attacked through • the attack which destroys the shield causes the attacker to be frozen for 1 round or if resisted instead Slows the attacker for 1 round |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Barrier | yes | 208 | Elemental | Water | Frost | Conjuration | 4 | 7 | Obstacle | action | 12 | creates a barrier of solid ice 1" high and 1" wide in a straight line oriented in any direction, and may wholly or partially envelope anything in its path provided it is not moving (i.e., does not typically work on living targets) • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • total spirit cost is cut in half if cast over on existing natural water source • barrier does not block LoS but is otherwise impassable • counts as hard cover where applicable • can be climbed over but suffer -5 Disadvantage when attempting to do so • the barrier has 30HP and 25% absorption (except versus attacks with Crushing Blow and/or heat properties) and takes double damage from fire/heat • if reduced to 0 HP the entire barrier shatters/melts at the end of the casters turn • re-casting Ice Barrier on an existing barrier restores its HP to max |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Spike | yes | 209 | Elemental | Water | Frost | Destruction | 2 | 3 | Strike | action | melee | Causes a sharp spike of ice to rapidly grow on any weapon, increasing Reach by 1 and adding +1d6+2 damage • can be cast as an Out-of-Turn Instant when an enemy moves into base contact, similar to the 'Impale' weapon effect • if already wielding a weapon with the 'Impale' effect add +10 to hit to both the physical and spirit portion |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Sea Hydra | yes | 227 | Elemental | Water | Water | Conjuration | 3 | 2+3/Head | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Water Jet'/round. • Each time the hydra takes 10 or more damage it loses 1 head (no AC or resists). • Can only lose multiple heads from a single attack if it is AoE or multi-target • Hydra despawns when no there are no heads remaining. |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Standing Wave | yes | 236 | Elemental | Water | Water | Conjuration | 3 | 7 | Obstacle | action | 12 | creates a standing wave of water 2" high and 1" wide in a straight line oriented in any direction • the length of the wave can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • total spirit cost is cut in half if cast over on existing natural water source • solid matter can only pass through the standing wave if moving with the wave, not against it • no physical projectiles can pass through either side, unless they are water based. |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Riptide | yes | 246 | Elemental | Water | Water | Devastation | 3 | 12 | Beam | action | 8 | 3d4 dam • single hit roll to all targets w/in 0.5" of a straight line, pulls or pushes all targets caught in beam to one end of the beam |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Water Shield | yes | 252 | Elemental | Water | Water | Fortification | 3 | 8 | Shield | instant | 10 | creates a 1d12+10 elemental damage shield that increases all water based healing effects on the target by 50% • the attack which destroys the shield reduces the attackers Initiative Score by 3 for the remainder of the battle (or until dispelled) |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Waterlog | yes | 253 | Elemental | Water | Water | Alteration | 3 | 6 | Hex | instant | 12 | target has -10 to hit, -3 Initiative Score, and -3 disadvantage on Initiative rolls • target must pass an Initiative test if they wish to move • consuming the hex causes the target to immediately gain 1 stack of Exhaustion |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wave Runner | yes | 254 | Elemental | Water | Water | Alteration | 3 | 5 | Movement | instant | 15 | can walk on the surface of any water with normal movement, or swim through water at 2x movement speed • standard Disengaging from Combat rules apply |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Keelhaul | yes | 262 | Elemental | Water | Water | Destruction | 3 | 4 | Strike | action | melee | temporarily encrusts the casters weapon in razor sharp barnacles and marine growth, adding +1d8 water damage to the attack but treated as cutting instead of impact damage • for one full round the target is inundated with sea water, causing a drowning like effect that can be treated as Winded |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Avalanche | yes | 266 | Elemental | Water | Frost | Alteration | 5 | 22 | Channel | action (uninterrupted) | 12 | The caster innundates an area with an avalanche of snow and ice which covers an area with width equal to (up to) 1" per Tier of the caster, length of 5", and height of 1". It originates from a target point within 12" of the caster and moves in any direction they choose. Targets caught in the effect are automatically hit as elemental resistance is ignored however, they can resist the effects of the avalanche if passing a stamina test at a base -15 disadvantage with size modifier further applied as advantage or disadvantage. Any target that fails, as well as any loose objects, are knocked straight back until reaching the end length of the Avalanche. affected targets that fail a Dodge test are also knocked down and immbolized until they can be freed by their allies • while Immobilized targets suffer -5 Elemental Resist and may be subject to suffocation if their heads are buried (GM descretion) • each round spend channeling increases the length of the Avalanche by 5" as does combining the spell with a natural avalanche, further pushing targets whether immbolized or not • accumulated snow and ice persist after the channelling ends, but melt twice as fast due to heat or environmental factors • the area affected by Avalanche counts as difficult ground until fully melted • targets that are huge or larger may attempt a stamina test to resist being pushed by the avalanche • each channeling lasts for 10 seconds outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Dragon Frog | yes | 279 | Elemental | Water | Water | Conjuration | 4 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Dragon Frog from the Realm of Stillness to act as the caster's familiar (see CoC: Dragon Frog) | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frostbite | yes | 290 | Elemental | Water | Frost | Destruction | 3 | 8 | DOT | instant | 20 | 1d6+2 damage • target has movement reduced by 1/4 (or a minimum of -1) for the duration • |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Healing Rain | yes | 297 | Elemental | Water | Water | Alteration | 4 | 16 | Channel | action (uninterrupted) | 15 | The caster causes a gentle rain to fall within a large cylindrical area of effect in a 4" radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • all targets receive 2d6 healing at the end of their turn, provided they end their turn at least partially covered by the area of effect • outside of combat, must be channeled in 1 hour increments • will prevent campfires and reduce resting percentages by -10% due to wetness |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
The Bends | yes | 320 | Elemental | Water | Water | Destruction | 2 | 7 | DOT | instant | 20 | the caster causes the formation of bubbles in the blood supply of a single target wracking their body with debilitating pain • causes 1d6 damage and -1 per Tier disadvantage to Agility, Stamina, and Initiative for the duration • if the target is knocked down the damage is doubled • target must have blood to be affected |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tranquil Waters | yes | 324 | Elemental | Water | Water | Fortification | 4 | 5 | Synergy | instant | 4 | no effect until consumed • if the target fails a Faith difficulty roll, consume Tranquil waters to negate any effects of the failure • consuming also prevents Focus loss for 1 round |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deluge | yes | 326 | Elemental | Water | Water | Devastation | 3 | 12 | Cone | action | Cone Template | the caster sends a deluge of water towards their target which spreads out to cover a wide area • inflicts 1d12+10 damage and any target in side the cone is knocked down if it fails a Stamina test, regardless if it took damage • the area inside the cone was soft ground of any kind then it is considered difficult terrain for the remainder of the battle or up to 1 hour maximum |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Ice Elemental | yes | 364 | Elemental | Water | Frost | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 6 | Summons an Ice Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Shard •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frost Shock | yes | 365 | Elemental | Water | Frost | Destruction | 4 | 9 | Shock | action | melee | Touch to inflict 1d12+10 damage with a 10% chance/Tier to freeze the target for 1 round (see Frozen effect in Glossary) or otherwise causes the target to be Slowed for 1 round | Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Frost Thorns | yes | 366 | Elemental | Water | Frost | Fortification | 4 | 13 | Defense | instant | self | any enemy target that moves into base contact receives a 2d10 frost based impale attack, that does not count as a reaction • this effect can occur 3 times before Frost Thorns are consumed |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Hailstorm | yes | 367 | Elemental | Water | Frost | Devastation | 5 | 25 | Storm | action | 15 | 5" radius, 1d12+1d6 damage, while targets are in the area of effect they are Slowed | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Geyser Field | yes | 368 | Elemental | Water | Water | Devastation | 6 | 25 | Storm | action | 15 | creates a Geyser at the center of a 4" radius which hits any single target at that point with the Geyser (Burst) power • also creates 4 additional geysers that strike targets at random within the 4" radius, potentially hitting up to 4 targets with the Geyser (Burst) power |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Liquify | yes | 372 | Elemental | Water | Water | Alteration | 5 | 15 | Transmute | action | 8 | converts a single target/creature (up to Huge) or item (up to XL) into a liquid • target loses solid form and becomes immune to most physical damage • cannot move on its own but will flow as a natural liquid and can be carried in a sealed vessel/container • after 1 hour the target returns to solid form again • this can occur sooner if the caster chooses to end the effect or if the effect is dispelled |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Water Elemental | yes | 391 | Elemental | Water | Water | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 6 | Summons an Water Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Crushing Deep | yes | 395 | Elemental | Water | Water | Destruction | 5 | 9 | Shock | action | melee | with just a touch, the target is crushed within its own armor as the intense pressure of the ocean's deep bears down upon it • inflicts 1d10 damage for every 10 Armor value that the target has, up to a maximum of 5d10 • if the damage inflicted is over 20 then each of the targets armor pieces suffers one stack of damage |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rivers Embrace | yes | 396 | Elemental | Water | Water | Fortification | 5 | 13 | Defense | instant | self | while active 3 streams of water magic swirl around the caster • any target that gets within 1" of the caster immediately triggers one of streams • this halts the targets movement, inflicting 2d6 damage and knocking the target down |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Bubble of Refuge | yes | 399 | Elemental | Water | Water | Fortification | 6 | 12 | Shell | action | self | envelopes the caster in a magical bubble that negates all damage in either direction • if damage exceeds 10, the bubble pops but the damage is still negated • while inside the bubble all healing effects are increased by 20% • caster's own water powers may pass through the bubble at will • if used underwater it no longer negates damage or increases healing effects and can be passed through freely, but instead holds any amount of water at bay effectively creating a pocket of breathable air for up to 1 day |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deep Freeze | yes | 406 | Elemental | Water | Frost | Destruction | 6 | 14 | Burst | action | 12 | Target is Frozen for up to 5 rounds. If Shattered or choosing to break out by passing a Strength test, inflicts 4d12 damage | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Encasement of Ice | yes | 412 | Elemental | Water | Frost | Fortification | 5 | 16 | Shell | action | self | The caster and any other target within a 1" radius is encased in magical ice, rendering them immobile and completely immune to all damage for 1 full round • the effect persists however on subsequent rounds any damage over 10HP breaks the ice block after being absorbed • affected targets also regain 20% of Max Vigor for every round spent inside the Ice Block |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ice Shards | yes | 413 | Elemental | Water | Frost | Devastation | 6 | 22 | Multi | action | 24 | fires 5 shards, 1d12 damage each, each one reduces target's movement by 2 (can reduce to zero), can stack multiple shards on a target | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Part the Seas | yes | 423 | Elemental | Water | Water | Alteration | 6 | 12 | Environment | action | 15 | create a tunnel or passage through any body of water within proximity to caster, lasts until caster leaves proximity | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Healing Fount | yes | 434 | Elemental | Water | Water | Conjuration | 3 | 6 | Totem | instant | 8 | radius 3" • any target (friend or foe) gains +1d6 HP/round while in that area • if used outside of battle regenerates 6d6 HP split among as many targets as drink from it |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Geyser | yes | 448 | Elemental | Water | Water | Destruction | 4 | 11 | Burst | action | 12 | Water bursts from the ground beneath the targets feet, inflicting 1d12 initial water damage then knocking the target up to a height of 4" minus its Size modifier (i.e. Small = 6", Medium = 4", Large = 2") • caster may choose to expend an instant and 10% of the spirit cost to maintain the geyser, effectively immobilizing the target unless it attempts to jump clear of the geyser at its highest point • caster may choose to rapidly end the effect, potentially causing additional fall damage, or gradually end the effect, gently lowering the target back to the ground without risk of fall damage |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Forking Stream | yes | 449 | Elemental | Water | Water | Devastation | 4 | 11 | Multi | action | 24 | fires a powerful stream of water that forks each time it hits a target, resulting in up to 4 individual streams which allows for multiple targets and a limited capacity to move around obstacles. The initial stream inflicts 4d8 water damage and a 4d4" knock back to a single target. For each new fork the dice pool available to that stream is cut in , therefore the initial 4d8 damage/4d4" knock back stream becomes two separate 2d8 damage/2d4" knock back streams, which can each then be further forked into 1d8 damage/1d4" knock back streams • each stream cannot deviate more than 90 degrees from the target that casued the fork • in all cases there is no immediate knock down effect, unless causing collision damage |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Drown | yes | 459 | Elemental | Water | Water | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | instantly kills a target that breathes air | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tsunami | yes | 461 | Elemental | Water | Water | Devastation | 7 | 35 | Ultimate | action | battlefield | rushing flood waters engulf the battlefield automatically scattering all targets across great distances, 25% chance will affect the caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Infinity Pool | yes | 463 | Elemental | Water | Water | Alteration | 7 | 20 per 1" radius | Portal | action | 3 | Must be cast on a pool of perfectly still water while the caster visualizes the destination in their mind, establishing a permanent one-way connection to that place. The pool of water can then be stirred to activate, allowing anyone or anything that steps into it to travel to that set location. This connection remains until the pool is drained or completely refreshed with new water. | Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tide Lord | yes | 470 | Elemental | Water | Water | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Glacial Golem | yes | 492 | Elemental | Water | Frost | Conjuration | 7 | Supreme | action | 8 | UNDER DEVELOPMENT | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Release the Kraken | yes | 493 | Elemental | Water | Water | Conjuration | 7 | Supreme | action | 8 | UNDER DEVELOPMENT | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Ice Age | yes | 501 | Elemental | Water | Frost | None | 8 | unknown | Legendary | action | unknown | Causes an ice age in a given area | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Maelstrom | yes | 501 | Elemental | Water | Water | None | 8 | unknown | Legendary | action | unknown | Creates massive Maelstrom in a large body of water that can sink entire fleets | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Briny Thirst | yes | 508 | Elemental | Water | Water | Devastation | 2 | 8 | Plague | action | 20 | 1d6 damage per round • if there is a source of drinking water nearby, affected targets that fail a Resolve test, will move towards the water source and if possible spend a instant drinking • if they have any potential thirst quenching liquids on their person they can use these instead |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Plumb the Depths | yes | 514 | Elemental | Water | Water | Alteration | 3 | 8 | Reveal | instant | 15 | the casters magic reaches deep into any body of water, revealing what lies beneath and uncovering the unfathomable mysteries of the deep • this could simply give the caster an understanding of the bathymetry of the body of water, however if there are creatures, structures, or artifacts of magical origin the caster gains knowledge of them, and can channel their latent powers through the water to empower their spells • once cast the power passively remains in effect for up to 1 hour • effect extends in a 15" radius around the caster (even if they are moving), projected downwards in a column with no effective limit except that it terminates upon hitting solid matter • if anything magical in origin or nature exists within this column the casters powers cost 50% less spirit While the power is active, the caster may pull a target up from beneath the water to surface if uninterrupted for up to an hour (depending on the size of the target), at an additional cost of 0.5 spirit per 1" (5 feet) of depth multiplied by the widest dimension of the item (i.e. a sunken vessel 50 feet below surface and 20 feet long would cost 0.5*10*4=20 spirit to pull up to surface) |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Flood Seal | yes | 523 | Elemental | Water | Water | Destruction | 4 | 14 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal is struck by a heavy jet of water (use the Water Jet Missile Power, but increase its damage to 4d4) • if the seal is broken the jet of water does 2x damage and does not cease spraying for several minutes, potentially flooding an entire room or inundating a small area |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tidebringer | yes | 531 | Elemental | Water | Water | Conjuration | 5 | 25 | Weapon | instant or action | self | Conjures a massive axe-like weapon that resembles a barnacle encrusted sea anchor or a viciously barbed fish hook • Tidebringer is treated as a large axe that inflicts 2d12 damage if wielded in 2 hands or 2d10 in one hand (or quasi-sentient) and has its own innate modifiers (even if quasi-sentient) of +20% Cleaving, -15 to hit Clumsy and +5% Critical miss chance • any Critical hit with Tidebringer automatically knocks the target back 1d4" (even if it would normally be immune to knock backs) and then hits the target with a free cast Tidal Shot (use casters modifiers unless quasi-sentient) • any Critical miss or Dodge sends the wielder (or the weapon itself if quasi-sentient) 1d4" in any random direction that would not cause a collision |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |