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Water

This spell allows you to manipulate a volume of water, mist, or ice.  You can move or shape this water, even attack or defend with it.  Ice objects or structures created by the spell are permanent, unless they are animated or temporarily held together (such as a bridge of snow), in which case they will fall apart or become inert when the spell ends.

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This spell can be used to shift water between its solid, liquid, and vaporous states as part of the casting by adding +1 Spirit to the cost.  This can be a partial change, making water freezing cold, or steaming hot.  When using ice to create objects or structures, refer to the rank of the Intensity modifier to determine the material strength or defensive quality of the creation. 

 

Note that any liquid that is mostly (90%+) water can be affected by this spell.  This spell costs 1 Spirit to cast.

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Basic Casting

You reshape 1 bucket of water, ice, or mist.  This can be used to create a small object, form a hole, or move the water up to 1m.

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  • Casting Cost = 1 Spirit

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Snow Cushion

You create a pile of fluffy snow up to 20m below you able to cushion the fall of a human sized creature.  This reduces the damage by 2 fall ranks.

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  • Mods

    • Uncommon Quality

    • Remarkable Range

    • Uncommon Size

  • Casting Cost = 5 Spirit

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Aqua Cauda

This is a spell that allows you to create and control a tail made of water lasting 5 minutes.  The tail can be used to propel you in water, as a weapon, or as an extra limb for grasping objects.  You may take actions using the tail as if it were one of your natural limbs, but it does not give you any additional actions in a round.  Attacking with the tail uses your Scrivening skill and deals 1d6 damage.

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  • Mods

    • Uncommon Quantity

    • Remarkable Quality

    • Heroic Duration

  • Casting Cost = 8 Spirit

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