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Walk on Water<br />
Regular<br />
Lets the subject walk on water as though it were land. If the water is<br />
moving, the GM may assess a DX penalty for anything attempted while on<br />
the water. If the water is choppy or wildly moving, a DX roll (perhaps<br />
with a substantial penalty) is required each turn, or the subject will fall.<br />
Only a critical failure will break the spell.<br />
Duration: 1 minute.<br />
Cost: 3 to cast; 2 to maintain.<br />
Time to cast: 4 seconds.<br />
Prerequisite: Shape Water.<br />
Item: Staff, wand, jewelry or clothing. Works only for wearer. Energy<br />
cost to create: 500.<br />
Fog<br />
Area<br />
Creates an area of dense fog. Even one hex of fog will block vision.<br />
Flaming weapons and missiles lose their extra power in fog. Entering each<br />
hex of fog does 1 point of damage to Fire Elementals, and subtracts 1<br />
point from the damage a Fireball will do when it hits. However, no<br />
amount of fog will extinguish a fire.<br />
Duration: 1 minute.<br />
Base Cost: 2; half this to maintain.<br />
Prerequisite: Shape Water.<br />
Item: Staff, wand or jewelry. Energy cost to create: 300.<br />
Water Vision<br />
Information<br />
This spell lets the subject see through water - to see sunken treasure,<br />
lurking monsters, etc.<br />
Duration: 30 seconds.<br />
Cost: 1 per 20 yards of depth to cast (up to 200 yards); the same to<br />
maintain.<br />
Prerequisite: Shape Water.<br />
Item: Any. Cost to create: 200 energy.<br />
Umbrella<br />
Regular<br />
Lets subject walk about under rain, snow, etc., without getting wet. An<br />
invisible “shield” is seen to deflect incoming raindrops. Would not work<br />
on intense (or magical) hail, rains of stones or frogs, etc.<br />
Duration: 10 minutes.<br />
Cost: 1 to cast, 1 to maintain.<br />
Time to cast: 2 seconds.<br />
Prerequisite: Shape Water or Shield.<br />
Item: Jewelry. Always on. Works for wearer only. Cost to create: 100<br />
energy.<br />
Body of Water<br />
Regular; Resisted by HT<br />
The subject’s body (and clothes) become liquid, able to seep through<br />
cracks, etc. The subject remains visible and able to speak (though with a<br />
gurgle). He can carry nothing while in this form.<br />
A person in liquid form has all his normal senses. He is at -3 when<br />
using spells, and may not make physical attacks except on other liquid<br />
creatures. He is immune to normal physical harm (except for crushing<br />
blows, which do one point of damage each), but can be affected by mental<br />
spells.<br />
Fire and water magic both affect him. Destroy Water does 2d damage,<br />
Freeze will immobilize him (if not resisted by HT), and combat type Fire<br />
spells do double damage.<br />
He can merge with a lake, ocean, river, etc., to become a half-visible<br />
form, still moving at his full speed, and regaining 1 HT per minute while<br />
there (though strong currents may prove troublesome). He does not need<br />
to breathe. If the liquid subject should attempt gravity-defying feats (like<br />
flowing uphill), the GM should demand ST rolls at appropriate penalties.<br />
Should the subject’s body be divided at the time the spell expires, he will<br />
reappear at the location of the largest part of his body, and take damage: 1<br />
hit for every 5 lbs. of his body that is missing. Ignore water blown away<br />
by Fire spells, if the damage for those spells has been accounted for<br />
already.<br />
Duration: 1 minute.<br />
Cost: 5 for a 1-hex creature, more in proportion to size: 2 per hex to<br />
maintain.<br />
Time to cast: 5 seconds.<br />
Prerequisite: Shape Water.<br />
Item: Staff, wand or jewelry. Usable only by wearer. A severe<br />
drawback is that, as soon as it is activated, the item falls through the user’s<br />
hand - thus a spell cast with this item lasts only a minute. Cost to create:<br />
1,200 energy.<br />
Water Jet<br />
Regular<br />
Lets spellcaster shoot a thin jet of water from one finger. It does<br />
knockback to all targets, and damage to creatures of flame; it can kill or<br />
knock down flying swarm creatures. It will extinguish 1 hex of normal<br />
fire. Each turn, the caster rolls vs. DX-4 or <strong>Magic</strong> Jet to hit (this counts as<br />
an attack); it may be dodged or blocked, but not parried. Anyone hit in the<br />
face by a Water Jet is at -3 DX next turn for each point of ST put into the<br />
jet.<br />
Duration: 1 second.<br />
Cost: 1 to 3. Does 1d damage for each point put into it. Range is equal<br />
to the number of dice.<br />
Prerequisite: Shape Water.<br />
Item: Staff, wand or jewelry. Usable only by mages. If the item is a<br />
wand or staff, it must have a blue tip (or a blue-jeweled tip) and the jet<br />
comes from the tip. Energy cost to create: 600.<br />
Icy Weapon<br />
Regular<br />
Causes any weapon to become freezing cold; this does not harm the<br />
user or the weapon, but does +2 damage to most foes if it penetrates<br />
armor, and +3 to creatures of flame. Add this bonus after all other damage<br />
is calculated - for instance, an “impaling” icy attack is still only good for<br />
+2 damage, not +4.<br />
Duration: 1 minute.<br />
Cost: 3 to cast; 1 to maintain.<br />
Time to cast: 3 seconds.<br />
Prerequisite: Create Water.<br />
Item: A weapon that becomes freezing cold whenever wielded, at no<br />
energy cost to the user. Cost to create: 750 energy, $2,000 spell materials.<br />
SPELL LIST<br />
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