Legends of Belariath

Magic and Enchantments

Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.

Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.

Battle Spells


Arctic Blast:
Level required: 10
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: ranmagatk
Defending method: ranmagdef

Description: Water Mage X1
Upon casting this spell, the Water Mage is able to emit a blast of super-cooled air from his fingers, directing it at an enemy within sight. A powerful attack, it bypasses an opponent's armor and striking directly against flesh.

:MECHANICS: A Ranged Magical Attack is rolled as normal. If successful, the resulting damage roll is halved for damage. For every 3 slots the user has in the spell, the victim is stunned for 1 round, with a maximum cap of 5 rounds. Those affected will be unable to attack, but can still defend or dodge. As soon as they are attacked, the spell will dissipate, allowing the victim to act normally again. The spell can only be used to stun once per battle.



Blizzard:
Level required: 25
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key

Casting method: ranmagatk
Defending method: ranmagdef

Description: Water Mage X4

A powerful spell, this conjuration is considered one of the pinnacles of the Water Mage's power. However, it requires a bit of planning and preparation as the spell itself requires a bit of time and concentration to cast. During this casting time, should the Water Mage be successfully struck, then the spell is ruined and he must begin again. Should he get it off, however, a billowing storm erupts around the Water Mage, the size of which being determined by the strength of the spell known. Within this localized storm, temperatures drop to sub-zero levels, freezing rain and hail pelt anyone within range. An instantaneous manifestation, it vanishes as quickly as it comes, leaving their element on the ground and the Water Mage's enemies.

:MECHANICS: This spell requires two rounds of concentration and if he is struck during those two rounds, the spell fails automatically and has to be recast. Should he succeed, however, an instant storm erupts around the caster, two feet per slot used, to a maximum of 30 feet in diameter centered on the Water Mage. A Ranged Magical Attack is made and anyone within range must make an appropriate Ranged Magical Defense and suffering normal damage should that roll fail. If damaged, they are frozen or stunned for 1d5 rounds, randomly. Those affected will be unable to attack, but can still defend or dodge. As soon as they are attacked, the spell will dissipate, allowing the victim to act normally again.



Desiccate:
Level required: 10
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: clomagatk
Defending method: clomagdef

Description: Water Mage X1:

Utilizing their ability to manipulate their chosen element, a water mage is capable of leeching the water from living things. Severe, and at times, even deadly, only the cruelest of Hydromancers would enjoy to watch another creature suffer from his heinous act, to watch their very life drain from them. Whether it be a plant, an animal, or even another person.

:MECHANICS: A Close Magical Attack determines the strength of this attack and takes Armor modifiers into consideration as flesh-to-flesh contact must be made. Those that fail their Close Magical Defense roll will lose 5% of their 'current' Life over the next two rounds, for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Life, per casting of the spell.



Elemental Shield:
Level required: 15
Class required: Water Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: The crafty mage knows that the most important aspect of battle is, simply put, surviving an opponents attack. Water being the most adaptable of the elements, so to are the mages who call upon it. The mage learns to wrap his element around himself like a shield, encasing his body in its fluid touch. The shield can be hard as Ice, disallowing a weapon to touch the caster within, or as fluid as water itself, the attack passing through, yet that magical current deflecting it without ever touching the being within. However, such protection exacts a hefty cost from the caster, to sustain such a shield, the Water Mage must focus most of his concentration to power it, weakening his ability to attack.

:MECHANICS: Through this spell the Hydromancer forms a shield around them self, bolstering defenses against both Magical, and Physical damage through the use of his element, giving 1 defense for every 1 slot for a total of +15 defense. This ability can only be used during combat and it takes one full round to summon this shield around the Mage. The spell also doesn't stack with Magical Armor or Physical Armor spells. The Caster must roll 1dInt+1dRes+Slots to determine the duration of the spell. This spell costs 2 point of stamina for every slot put into the spell.



Enhancing Torrent:
Level required: 20
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: clomagatk
Defending method: clomagdef

Description: Upon casting this spell, the opponent gets drenched in the Water Mages element, increasing the damage of his offensive spells drastically for a short time.

:MECHANICS: A simple clomagatk versus clomagdef determines success. If the Mage wins the cast, his next four attacks (If hitting), will do 50% more damage. This spell can only be cast once per battle and does not carry past that combat scene.



Fire Shield:
Level required: 15
Class required: Water Mage

Casting method: other
Defending method: none

Description: Water Mage X2:

Upon casting this spell, the caster is surrounded by a shimmering blue field of energy that rolls over their frame like liquid, enhancing magical protection against fire spells. It is close in nature to Ice Shield, a Pyromancer spell. This skin-tight field of energy is uniquely attuned to Fire energies and has no effect on spells of any other nature.

:MECHANICS: For every slot of the spell learned, the caster is able to add 1 to his Magical Defense against Fire Spells and only Fire Spells. Other elements or attacks are not effected. Fire Shield lasts 1 round for every slot invested with stamina cost normal per combat rules. Fire Shield can stack with Magical Armor OR Elemental shield, but not both.



Fog:
Level required: 15
Class required: Water Mage

Casting method: other
Defending method: none

Description: Water Mage X2:

Upon casting this spell, a slow rising fog emits from the ground around the Water Mage, spanning out in all directions. It will cause visibility to narrow to roughly six inches, and will effect the attacks of anyone caught within the embankment, the exception being the Water Mage himself.

:MECHANICS: . The fog will cover an area of up to 30 feet, centered around the Water Mage but not effecting them. Any caught within the fog must roll a standard !ranmagatk vs !ranmagdef, and those effected will loose -3% to their attack rolls for every time the caster has taken Water Mage as a class. The spell lasts for 1 round per 2 slots cast maxing out at 8 rounds. If the wind is high, magical or natural, the duration is halved, otherwise only with the assistance of magic meant to see through such obstacles would one be able to see through the fog. This does not stack with any other visual impairment, natural or spell induced. When in doubt, only the biggest penalty applies.



Gift of Sloth:
Level required: 10
Class required: Water Mage

Casting method: clomagatk
Defending method: clomagdef

Description: Casting this spell creates an aura of blue freezing, chilling air around the casters hand, almost snug against their skin. Upon contact elemental ice is infused into the victims flesh, racing along their veins, forming frost upon skin and weakening muscles in the process.

:MECHANICS: A Close Magical Attack determines the strength of this attack. Those that fail their Close Magical Defense roll will lose 5% of their 'current' Agility for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Agility, per casting of the spell. The amount of slots will determine how many rounds the spell will remain active, and effects begin the following attack round. This spell's effects can only stack with spells within its own Sphere.



Gift of Strength:
Level required: 16
Class required: Water Mage

Casting method: none
Defending method: none

Description: Water may not only be a bringer of death, but also of reinvigoration. Capable of repairing damage done via "Gift of Weakness", or simply enhancing another characters strength for a short time, it showscases a Water Mages versatility and restorative abilities, courtesy of their element.

:MECHANICS: Those affected by this spell will gain 5% of their 'original' Strength for every time that the caster has taken Water Mage, to a maximum of 25% of their 'original' Strength, per casting of the spell. Alternatively it can cancel the effect of "Gift of Weakness". The amount of slots will determine how many rounds the spell will remain active. The spell will take effect in the next round.



Gift of Weakness:
Level required: 16
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: clomagatk
Defending method: clomagdef

Description: Where Desiccate attacks a victims very life, the "Gift of Weakness" seeks to drain their strength away with but a single touch. With elemental power dancing upon fingertips the Water Mage can reach out and attempt to touch someone, sending a mind numbing cold rushing their victim, stealing strength away from muscles.

:MECHANICS: A Close Magical Attack determines the strength of this attack. Those that fail their Close Magical Defense roll will lose 5% of their 'current' Strength for every time that the caster has taken Water Mage, to a maximum of 25% of their 'current' Strength, per casting of the spell. The amount of slots will determine how many rounds the spell will remain active. The spell will take effect in the next round. This spell's effects can only stack with spells within its own Sphere.



Glaciers Heart:
Level required: 30
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: other
Defending method: none

Description: Water Magex5

This ability is perhaps the most sought after and lore guarded abilities of the hydromancer. The mage pulls moisture out of the very air around him and super cools it, infusing it into his very self, altering himself and becoming a creature of pure frost magic. His whole body will take on an icy appearance, growing up to 2 feet in size and mass, often shifting form into a more monstrous shape, depending on the personality of the caster. This form provides enhanced physical prowess and a greater immunity to water magic, although it increases the threat of fire magics to the hydromancer. While in this form, the water mage forfeits his ability to cast spells as all his magical energy is being funneled into this skill.

:MECHANICS: The Hydromancer spends 2 rounds performing a ritual. At the end of the 2nd round, his form appears to transform into ice itself, vaguely representing his original shape and look. The infusion of his magic will replace his Strength score with his Intelligence score. While under this spell fire spells do x2 the normal damage instead of an additional 25% and Water spells are reduced up to 50% rather than the 25% at Water Magex5. All gear restriction still apply. The base cost of the ritual is 30 stamina. For Rp purpose's the char becomes strong enough to uproot a tree, shatter a stone wall, even toss a horse if needed. The Mage may defend, but not attack during the ritual. All enchantments, equipment and Special items function as normal while transformed. Also, the ritual cannot be disrupted and the caster may defend, but not attack during it. Spells cast on the Watermage, by others or himself, before the ritual, will be automatically be canceled.



Icing:
Level required: 10
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: clomagatk
Defending method: clomagdef

Description: Water Mage X1

A defensive spell, this conjuration allows the caster to use his control over cold to coat the floor around him in a thin but slippery coating of ice. Depending on how well he knows the spell, he can coat as much as fifteen feet around him in the fall-inducing ice, preventing him from being attacked up close without great effort.

:MECHANICS: A Close Magical attack determines the difficulty of standing and attacking on the ice. For every slot of the spell learned, the caster can layer the floor with slick ice that makes standing difficult and concerted attacks nearly impossible. Should the caster be attacked by a Close Attack, physical or magical, the attacker has to roll a Close Physical Defense roll against the initial Close Magical Attack, and should he fail, he falls on his ass, no damage, but he loses his attack for that turn. This spell does not affect Ranged Attacks at all. A simple 1rX, where X is the amount of slots will determine the duration of the spell



Liquid Shackles:
Level required: 10
Class required: Water Mage

Casting method: ranmagatk
Defending method: ranmagdef

Description: Water Mages are often unfathomable beings to the people who do not share their affinity. Sometimes striking with icy chill of Cryomancer, sometimes with the deep unpredictable currents of those who prefer Hydromancy, but despite their leanings they both have expert control of their element, enough to summon it forth from even the smallest source to bring a pause to their victim's struggle, whether to merely delay their strike for questioning, or more devious reasons. This spell allows them to summon forth two tendrils of said element to wrap around two of their victim's limbs in order to allow them this respite.

:MECHANICS: A ranged magical attack, this spell can be targeted at either arms or legs, but not both, and it requires some form of water nearby, whether it be as small as a bucket, or as large as a lake. From that water will spring tendrils of the Mage's element, which will surge forward to try to wrap around the victim's chosen limbs to incapacitate them for the Mage. Intended target must be stated by the mage prior to rolling. If the Mage chooses to bind one of the opponents legs, the victim's following defense round(s) suffer a penalty equal in percent to the amount of slots invested by the Mage in the casting, I.e. 1 slot would be 1%, 15 slots would be 15%. If the Mage choses to bind arms, the same effect is suffered to the victims following attack round(s) instead. A roll of the number of times water mage has been selected determines duration of the effect. The water tendrils cannot be used to wrap around the target's neck, nor can they be used explicitly in a way other than to bind the target. This spell's effects can only stack with spells within its own Sphere.



Oceans Heart:
Level required: 30
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: other
Defending method: none

Description: Water-Magex5

Similar to Glacier's Heart, this ability allows a Watermage of sufficient level and power to transform his whole body, turning it into the very element he had made his own. Taking advantage of the fact that most of the body of any living creature consists of primarily water, he uses his connection to this element to turn himself wholly into liquid, boosting his own physical might at the cost of spellcasting abilities. A mage transformed is able to shape his very form as he wishes and likes, forming chains of water, for example, or allowing his form to slide through the most smallest of openings. Truly, only the mind of the Mage itself is the limit to this ability, and a Hydromancer forced to take this shape is a dangerous adversary indeed. Becoming his element, he is able to focus his power into physical strength. While in this form, the water mage forfeits his ability to cast spells as all his magical energy is being funneled into this skill.

:MECHANICS: The Hydromancer spends 2 rounds performing a ritual. At the end of the 2nd round, his form appears to transform into water itself, vaguely representing his original shape and look. The infusion of his magic will replace his Strength score with his Intelligence score. While under this spell fire spells do x2 the normal damage instead of an additional 25% and Water spells are reduced up to 50% rather than the 25% at Water Magex5. All gear restriction still apply. All enchantments, equipment and Special items function as normal while transformed. The base cost of the ritual is 30 stamina. The Hydromancers liquid body is capable of bending and twisting itself in new ways, using its watery form to ensnare and hold with ease. The ritual cannot be disrupted and the caster may defend, but not attack during it.



Shattered Ice:
Level required: 20
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key

Casting method: clomagatk
Defending method: clomagdef

Description: Upon casting the spell, Ice shatters around the Mage, creating mirrors born of frozen water, reflecting both the Caster as well as his opponent, and making it difficult to know who is real and who is not. Unfortunately, due to the nature of the spell, even the Water Mage will have problems discerning who is his true enemy, although he will find there are less reflections of them than of him, making it somewhat easier to find the other one. If either of the combatants hit a reflection instead of the real deal, it will shatter and cause 5 damage to the attacker.

MECHANICS: Casting this spell causes the natural ice that the Water Mage creates to shatter into smooth, glass-like shards and hover in the air around the two combatants. 4 of these shards will mirror the caster, and 2 will mirror the opponent making it hard for either to tell which real. Every round both will have to roll 1DX, where X is the amount of reflections remaining, before they attack; an outcome of 1 means they will hit the real version, while any other result simply shatters one of the reflections, reducing the total number. If, however, their attack hits a reflection instead of the opponent, they will take 5 points damage. After 5 rounds the remaining mirrors will shatter automatically. This spell can only be used once per battle.



Wall of Water:
Level required: 17
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: other
Defending method: none

Description: Water Mage X2

By means of this conjuration, the caster can concentrate his energies into coalescing the moisture in the air to the point of actually causing it to gather and create a defensive obstruction for him. This spell takes time to work, however, but can easily continue after being initiated without the caster focusing on it. Due to the spell's limitations, this spell works best by casting it upon a doorway or in a hallway, creating a shimmering shield of water. Likewise, in the open, the Water Wall can be formed into a hemispherical dome over the caster. He is unable to cast spells through the Wall without damaging it.

A standard close magical attack is rolled, then halved to determine the strength of this spell and how much it can absorb before it breaks and evaporates. Fire spells do 'double' damage to any water wall. Any offensive actions made against the caster are absorbed by the wall first, damaging it - damage is determined by the attacker making a normal attack roll, and the caster making a defense roll at 50%, then damage is calculated by a normal !damage roll. The caster behind the wall is only capable of evading or casting defensive spells - any offensive actions made go directly against their own water wall. This spell will last for 1 round per slot invested, or until it meets its damage threshold - whichever comes first.



Water Blast:
Level required: 12
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: ranmagatk
Defending method: ranmagdef

Description: Water Mage X1:

Yet another basic Water spell, this one conjures a tight globe of water within the Water Mage's hand. This water is unnaturally heavy and impacts with considerable force against a chosen target.

:MECHANICS: A Ranged Magical Attack determines the strength of the blast. Should the victim fails their defense, they will take normal damage as well as being knocked off of their feet and on their back, away from the Hydromancer by 1 foot for every slot used, forcing them to lose one combat round to get back on their feet. If used against a magical fire, the spell is put out if it beats the activation roll of the fire's creation. The knock back effect will only occur once during a battle, due to surprise effect, but ever after that the opponent will be braced for it and resist it.



Water Pummeling:
Level required: 10
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key

Casting method: ranmagatk
Defending method: ranmagdef

Description: Upon casting this spell, Water forms around the caster's body, surrounding him, waiting for his command, after which the water will rapidly pummel the targeted opponent with quick, fierce jabs of liquid fists, shooting forth from random points in the Water

:MECHANICS: Not unlike Artic Blast, this spell ignores physical armor, foregoing cutting or magical damage for blunt impact force. A Ranged Magical Attack is rolled as normal. If successful normal damage is delt and for every 5 slots the user has in the spell, the victim will do 1 point less damage for the following round, with a maximum cap of 3 for 15 slots.



Water Walk:
Level required: 13
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: other
Defending method: none

Description: Water Mage X1

One of the more useful spells available to the Water Mage, this incantation allows the caster to use water sources to move quickly. Upon casting, the Water Mage must step into the water source where she will be submerged immediately. Note, this water source can be as little as a barrel or trough, but must have at least two feet of water within it. Once submerged, the caster can travel for miles, depending on how well she knows the spell. Should she travel to an area that lacks an emergence source of water, the spell fails and she is violently expelled from her point of entrance, disoriented and weakened. The emergence source must be equal or greater than the entrance source. This spell works on all sources of water, including springs, rivers, lakes, baths, vats, barrels, horse troughs, etc etc etc.

:MECHANICS: For every slot in this spell, the Water Mage can travel one mile. Each mile takes roughly one minute and 5 Stamina are consumed per minute/mile. Unlike Stone Stride, she cannot remain within the water, but must choose a point of exit. This spell is often used as an escape spell, though it has also been used to surprise an enemy.



Whirlpool:
Level required: 25
Class required: Water Mage
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: ranmagatk
Defending method: ranmagdef

Description: A powerful spell, this conjuration is considered one of the pinnacles of the Water Mage's power. However, it requires a bit of planning and preparation as the spell itself requires a bit of time and concentration to cast. During this casting time, should the Water Mage be successfully struck, then the spell is ruined and he must begin again. Should he get it off, however, water itself rages up from the earth around him, creating a powerful whirlpool centered around the Watermage, splashing powerfully against his opponents, causing great damage, while refreshing his allies at the same time. An instantaneous manifestation, it vanishes as quickly as it comes, leaving merely some wet ground behind.

:MECHANICS: This spell requires two rounds of concentration and if he is struck during those two rounds, the spell fails automatically and has to be recast. Should he succeed, however, an instant storm erupts around the caster, two feet per slot used, to a maximum of 30 feet in diameter centered on the Water Mage. A Ranged Magical Attack is made and anyone within range must make an appropriate Ranged Magical Defense and suffering normal damage should that roll fail. Allies on the other hand will receive a restoration o 20% of current stamina that round, feeling refreshed and invigorated. The caster must have use of both hands to direct the magic of this spell and who it effects.





Out of Battle Spells


Climate Mastery:
Level required: 14
Class required: Water Mage

Casting method: none
Defending method: none

Description: A hydromancer, more comfortable in the colder, wetter climates, may seek to transform a small area to suit their tastes. The amount of space they can do this to, depends upon their Mastery. Traditionally this would be used by the Hydromancer to create a small area of their home in which they can be completely comfortable, to surround themselves in their chosen element, to let it seep into the very walls which surround them. A room made of solid Ice. A cellar completely submerged to become an underwater paradise. A simple box with which they keep food or wine chilled. The possibilities are limited only by the Mages power to bring them to being. At higher levels, a mage could turn their entire home into a fortress of Ice and water. Wall strengthened by the rigid form of their element. Tracks of trickling water flowing along tracks in the wall and floor. Doors made of opaque sheets of ice. The ability to transform their home limited only by the time, and skill, they wish to invest in the undertaking.

:MECHANICS: The length of the ritual, the time it lasts, as well as the size of the area affected, depend on the level of skill the use. Lesser skill levels can always be used to affect a smaller area more quickly, if needed.

Water Mage X1: Ritual takes a minimum of 10 minutes. The effect lasts 12 hours in an area the size of a 12x12 room. The hydromancer can either use Water, Ice, Fog, or Mist. Can only be used once per day.
Water Mage X2: Ritual takes a minimum of 30 minutes. The effect lasts 24 hours in the area the size of a 24x24 room. The hydromancer can either use Water, Ice, Fog, or Mist. Can only be used once per day.
Water Mage X3: Ritual takes 40 minutes. The effect lasts 1 week in the area the size of one full room. Can Mix any two of the following elemental factors: Ice, Water, Fog, Mist. Elemental Crafted Items last 50% longer in shifted rooms. Can only be used once per day.
Water Mage X4: Ritual takes 60 minutes. The effect lasts 1 month and effects the area of three full rooms. The Mage can mix any form of his element he likes in the making of this area. Elementally crafted items last twice as long in an enchanted room. Can only be used once per day.
Water Mage X5: Ritual takes two hours. The mage can shift the entirety of his primary residence, as well as outbuildings within 100 yards. Can mix any form of his element in the making as is pleasing. Elementally crafted items last indefinitely within those rooms. The effect lasts until the Water Mage dispels it or is killed.



Elemental Connection:
Level required: 20
Class required: Water Mage

Casting method: none
Defending method: none

Description: The Mage learns to be able to commune with his element, to draw from it, to forge a link between himself and his raw element. Such a bond can manifest itself in an ability to sense, or see, what happened in, or near, his chosen element. The spell may only be used on the more solid and fluid parts of their element. IE. They cannot use a cold wind, or mist, or fog, only actual Water or Ice.

:MECHANICS: When this spell is ingrained in their consciousness, they become more attuned with their element as a whole. They may view anything that happened in the rivers and lakes, or the ice covered mountains, they may ask the ice for information, re-watch battles long since fought, or newly so, or manipulate a certain amount of water in fluid form freely to form things like bonds, sculptures, pictures, their very thoughts given form with their element. However, as soon as the Hydromancer loses concentration, or his attention is divided away from this work, the water will return to its original state. How far a Water mage can look back through time is determined by how many times he has chosen his class. I.e. Hydromancer X1 would be one week, Hydromancer X5 would be 5 weeks, and it is only available for use during Quests or if information is facilitated by an Op.



Elemental Craft:
Level required: 13
Class required: Water Mage

Casting method: none
Defending method: none

Description: The Hydromancer learns to shape and mold his element. Able to summon it from the very air around him, to form it like clay, to create various objects limited only by the imagination of the Mage himself. Crafted items created by his ability last for a temporary time, depending upon the skill of the mage as well as environment. Depending on the skill and mastery of his element, a Mage may even be able to shape the items in question with the merest thought, using his will, rather physical contact.

:MECHANICS: Direct contact with fire will force items to dissolve instantaneously.
While weapons and shields made via this ability can be used in battles, they will neither give any modifier to defense nor attack. They will be purely cosmetic.

Water Mage X1: Able to create a small object that will last for half an hour before dissolving back into the base element. Object limited to something twelve by twelve inches.
Water Mage X2: Able to create a small object that will last for one hour before dissolving back into its base element. Object limited to eighteen by eighteen inches.
Water Mage X3: Able to create objects that will last for six hours. Can craft intricate items and simple devices, such as chains, water ropes, middling skill artwork, and sculptures. Size is no longer an issue, though larger objects (6 foot by 6 foot or larger) suffer a 50% penalty to longevity. Expends 5 stamina.
Water Mage X4: Able to create an object that will last for 24 hours. Can craft extraordinary sculptures with great detail, can craft delicate items such as stained glass, or create intricate chains and manacles. Size is no issue, though larger objects (10 foot by 10 foot or larger) suffer a 50% penalty to longevity. Expends 10 stamina.
Water Mage X5: Able to create objects that will last for 1 week. His skill is unsurpassed. Able to create anything his mind could possibly conceive of, giving it shape with ice, water, mist and fog. Masterworks of sculpture, exquisite bits of work. Anything that he can bring to mind, he can birth into reality. Size is no issue, to the Master. Expends 30 stam.



Elemental Servant:
Level required: 23
Class required: Water Mage

Casting method: none
Defending method: none

Description: The water mage can summon solid elemental constructs which will serve him in out of battle tasks. They can be made of any form of his element, be it solid, liquid or vapor and shift their form freely as their creator desires. The amount and power of the elemental constucts depends on the potency of the hydromancer

:MECHANICS: The Hydromancer can summon 1 construct per times he chose his class, up to 5 elementals at Hydromancer X5. These constructs can do anything the Hydromancer wishes them to, from helping him with his work, to serving his visitors food and wine, to even raping who he wishes them to. Their form is merely restricted by what the caster may be able to envision, although their size will never go beyond a Trolls. A strictly OOB spell, which also needs OOC consent of a victim if it should be used in sexual context.



Hydromantic Adaptation:
Level required: 18
Class required: Water Mage

Casting method: none
Defending method: none

Description: This spell can be cast upon the Mage, or someone of their choosing, creating a glittering sheen of the users chosen element around their flesh; either water or ice. This becomes a shield of sorts that protects the user or their target from the natural hydromantic elements; cold winds, extremes in temperatures, snow and ice. While under the effects of this spell, one feels that they are in their natural element, able to masterfully handle themselves in the Hydromancer.s given element. They have firm footing on ice, are capable of moving through snow as though it were water, able to swim with the grace and power of a dolphin. The aquatic element embraces them, and allows them fluid movement. However, this spell does not protect against magical cold, only the natural element.

MECHANICS: This effect is OOB only, If the user enters into combat while this spell is in effect, it will drop immediately leaving them cold and/or wet. Note: Hydromantic Adaptation does not protect against magical cold, only the natural element. This spell is for RP effect only, and cannot be used to reverse the effects of hypothermia or any other damage that might require a healer. The spell will sustain itself



Ice Guard:
Level required: 13
Class required: Water Mage
Spell prerequisites (must have all of): Umbara Key

Casting method: other
Defending method: none

Description: Imbuing a piece of ice with some of the Caster's life force, they are capable of creating little 'masks' with vaguely humanoid features, through which they are capable of monitoring the immediate environment where these masks remain. Depending on the power the Water Mage, these Guardians can exist for up to 72 hours, after which they will melt away.

:MECHANICS: For every 5 slot in this spell, the Water Mage can create 1 Ice guard. At 1 slot it will exist for 12 hours. At 5 slots up to 2 Ice Guards will exist for 24 hours. At 10 slots up to 3 Ice Guards will exist for 48 hours. At 15 slots up to 4 Ice Guards will exist for 72 hours. They can easily be destroyed with stomping upon them, have no defense mechanisms, and can only show to the caster what is actually happening in front of their eyes (If you hide them, they will not see anything). Their size can be anywhere from about 3 inches to 15 inches, and also make beautiful decorations. Ice Guards can not be used to spy on any personal scene without prior OOC consent and do not function if the caster is not within a mile of their placements.



Mist Wraith:
Level required: 25
Class required: Water Mage

Casting method: none
Defending method: none

Description: During his Life, a Water Mage achieves near absolute conquest and assimilation of his element, enabling him to transform his body into different forms connected to his element.
Upon calling on this ability, the Water mage transforms into a shape made of Mist and Fog, that enables him to hide his appearance from preying eyes, as well as allowing him to slip through door locks, below doors, using smallest cracks to enter places he may unable before. Depending on the nature and personality of the caster, a Water Mage may look vastly different from another in Mist Wraith form.

:MECHANICS: The Water Mage may move about freely, although he will be unable to touch someone or move anything. For all of its intent and purpose, the Mage is intangible, although if they attack or are attacked, they will be forced to return to solid form. Players may roll a simple !Qdice to determine if they can spot the Mist Wraith, while it is sneaking around them. OOC consent is necessary to use this form to slip into another characters home.



Purify/Contaminate Element:
Level required: 10
Class required: Water Mage

Casting method: none
Defending method: none

Description: This skill allows the Water Mage to change foul or dirty water into pure clean aqua. Fit for drinking by animals or persons. Alternately, a mage of less clandestine temperament can contaminate an unmoving pool of water into an infectious, sickening liquid, while forcing the fouled liquid to remain seemingly, pure to the eye. It can be used by those of benevolent mind to help, to provide a clear crystalline source of drink. Or it can be used by darker mages to cause illness and affliction to those who drink of a foul pool, or glass. This skill can also affect other forms of the Mages Element such as Fog, Ice, Steam, etc.

:MECHANICS: Applies to the natural element only. The feeling of being refreshed, or sickened, is an RP effect. It will not be transferred to dice in any way, but should be roleplayed out to the players discretion. The effect could make a sickened character feel better, or a healthy character feel poisoned. The effects last a full day or by use of "Curse the Senses".





Anywhere Spells


Catapult:
Level required: 10
Class required: Water Mage
Spell prerequisites (must have all of): Feather Fall

Casting method: none
Defending method: none

Description: Not unlike Dimension Door, this spell allows a Water Mage to move quickly from one point to the other. After summoning the spell, water suddenly shoots up from below the Mage, sending him upwards and into direction he wishes to go. It takes one full round to cast this spell and on the end of that round, the Water has coalesced below the caster and will gush upwards. This spell can only be used once every other round and uses all actions if used in combat.

Waters Breath:
Level required: 10
Class required: Water Mage

Casting method: none
Defending method: none

Description: By means of this spell, a watermage or his allies are able to breathe underwater as if it where air. This does not give the caster the ability to swim, speak the Mer language or even 'see' underwater. The length of time is determined by the strength of how well the spell is known.

:MECHANICS: A Close Magical Attack plus the slots in the spell X10 determines the number of minutes that the caster is able to breathe underwater without harm. He will feel the spell beginning to fade with 5 minutes remaining. When used on himself he can cast magic, if cast on anyone else they can not cast any spells underwater.