Sorcery: Water Spells
The College of Water contains many Weather spells, and some Air and Earth spells as well. I've converted all the Acid and Ice spells already, so let's get to the liquid water spells! Create Water and Essential Water are useful to slake thirst. Purify Water is extremely important when only saltwater is available. Destroy Water can gradually drain even a large container. Shape Water is good for sculpting ice. Seek Water is useful in deserts, and Seek Coastline is a spell for seafarers. Water Vision can reveal hidden places in ice caverns.
Create Water
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.
This spell allows you to create pure
water. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the
water coalesces in hand or within arm’s reach (for example, within a flask you
are holding). Failure means nothing happens. Critical failure means the creation
happens, but in a way that’s inconvenient or dangerous – the GM should be
creative!
The produced water can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on.
Statistics: Create
Water (Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost and round
up.
Destroy Water
Keywords: None.
Full Cost: 5.5 points/level*.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
This spell allows you to destroy
water (including ice and steam). To destroy water, you must touch it (or stand
amidst it, for liquid water), take a Concentrate maneuver, and pay 1 FP. Then
make an IQ roll. Success means the target is gone. This spell only affects
inanimate objects.
The destroyed water can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on.
Statistics: Create
Water (Destruction Only, +0%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [5.5/level*].
* Calculate the total cost and round
up.
Essential Water
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to create essential
water. It extinguishes any type of fire in the same proportion that ordinary water
extinguishes ordinary fire. It is also three times as thirst-quenching as ordinary
water – in other words, a mere quart of Essential Water will keep someone
hydrated for a full day of exertion in hot climates (p. B426). To do so, take a
Concentrate maneuver and roll vs. IQ. Success means the essential water
coalesces in hand or within arm’s reach (for example, within a flask you are
holding). Failure means nothing happens. Critical failure means the creation
happens, but in a way that’s inconvenient or dangerous – the GM should be
creative!
The produced essential water can
weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2,
90 lbs. at level 3, and so on.
Created essential water is unstable.
It vanishes in 10 seconds unless you use character points to “stabilize” it. Each
point spent stabilizes a quantity worth 10% of the campaign’s average starting
wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.)
The GM determines the cash value per pound of matter.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed or
transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can
increase your Creation Pool with unspent points at any time.
Statistics: Create
Water (Cosmic, Essential Element, +50%; Magical, -10%; Reduced Fatigue Cost 1,
+20%) [8/level].
Purify Water
Keywords: None.
Full Cost: 1 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.
This spell removes all impurities
from water, rendering it drinkable. To cast the spell, the caster touches the water
he wishes to purify, takes a Concentrate maneuver and rolls vs. IQ. Success
means he purifies it successfully. Failure means nothing happens. Critical
failure means the transformation happens, but in a way that’s inconvenient or
dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an amount of water
weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level
2, 90 lbs. at level 3, and so on.
Statistics: Create
(Accessibility, Only to transform into drinkable water, -20%; Transmute Water
to Water, +50%; Transmutation Only, -100%; Magical, -10%) [1/level].
Seek Coastline
Keywords: Information.
Full Cost: 51 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest coastline. Use
the long-distance modifiers. If successful, the caster knows the exact distance
and direction to the coastline, and may make a follow-up IQ roll (at no
penalty) to learn basic details about it.
Any known coastlines may be excluded
if the caster mentions them before casting.
Statistics:
Detect Coastline (Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%;
Sorcery, -15%) [51].
Seek Water
Keywords: Information.
Full Cost: 62 points or 77 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
amount of water. The basic (62-point) version of this spell takes standard
range penalties. The improved (77-point) one uses long-distance modifiers. If
successful, the caster knows the exact distance and direction to the source of water,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s a bottle of water” or “it’s a pond”).
Any known sources of water may be excluded
if the caster mentions them before casting.
Statistics:
Detect Water (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [62]. The
improved version adds Long-Range 1 (+50%) [+15].
Shape Water
Keywords: None.
Full Cost: 25 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can shape and move a particular
mass of water (including steam or ice). The higher your level of Shape Water,
the larger the quantity you can affect. You can affect up to 10 x (level
squared) lbs. of water in the form of a single object or amorphous mass or a
circular area of steam with a radius equal to the spell’s level in yards. For
example, Shape Water 3 would let you affect a 90-lb. ice sculpture or even 90
lbs. of water in a tub.
Shape Water doesn’t work on complex,
manufactured artifacts unless they’re made almost entirely of water (or ice,
usually). You could affect an ice spear, but not a complex mechanism with only
a few ice parts.
If your target is already under someone
else’s direct control, roll a Quick Contest. You roll against IQ; they roll
against IQ if using Control or Telekinesis, their skill level if using a spell,
and so on. You must win to establish control. Likewise, others can overpower
your spell by winning a Quick Contest against your IQ.
After establishing control, you can reshape
the target. Forming a simple shape (blob, column, sphere, etc.) requires a
Concentrate maneuver but no die roll. If the result is meant to be beautiful or
functional, though, the GM may deem the effort a long task (see p. B346) and
require skill rolls against Armoury, Artist, Machinist, and so on. You can work
without tools, but you must know what you’re doing.
You can also cause the target to elongate
or flow at a Move equal to your Control level. This requires constant concentration.
You can make a solid ice object ooze, roll, or seep along the ground or a
surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately
give up control. Stable forms become permanent, while unstable ones collapse
instantly.
Defensively, Shape Water lets you
move or shape water to obstruct attacks. This requires a Concentrate maneuver.
Such barriers give whatever cover the material normally provides. For instance,
it might let you shape an ice table into armor with the DR of ice by making an
Armoury roll.
Offensively, Shape Water is more
limited. By concentrating, you can move an existing ice object to impede your
enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area
where you control water, – or if you can move water onto him – you may inflict
combat penalties on him. This requires flexibility on the GM’s part: Shape
Water 10 might cause water if your foe is standing in water good for -10 to
attack rolls. Tricks like this require a Concentrate maneuver and an IQ or
Tactics roll.
Statistics: Control
Water (Ranged, +40%; Sorcery,
-15%) [25/level].
Water Vision
Keywords: Buff.
Full Cost: 17 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell lets the subject see through
water (including ice, snow, and steam). Each level of this spell allows the
subject to see through up to six inches of water. The subject can just barely
see the outline of the substance he is looking through – not enough to impair
vision in any way. This spell automatically works in conjunction with all of
the subject’s other vision advantages (Infravision, Ultravision, etc.).
Statistics:
Affliction 1 (HT; Advantage, Water Vision 1, +50%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional
levels add further Water Vision to the Advantage enhancement [+5]. Note: Each
level of “Water Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Water,
-40%) [5].
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