Post by logan9a on May 9, 2019 13:23:29 GMT
Water spells
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Purify Water [Credit: Alex, Scott]
Casting time: 1 minute of chanting and shaking the container
Range: Touch
Duration: Instant
MP cost: 2MP
Description: Caster takes a container of salt water (or undrinkable or dirty water, up to 4 liters) in to their hands, holding it up and shaking it vigorously while chanting. After a minute of this, the water is suitable for drinking without ill effect.
Destroy Water 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one Water type creature.
Destroy Water 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one Water type creature.
Destroy Water 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one Water type creature.
Rank Two
Name: Resistance to Water [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
Rank Three
Fast Swim
Casting time: 1 rd
Range: self
Duration: 10 minutes
MP cost: 4 mp
Description: for 10 minutes you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim other
Casting time: 1 rd
Range: 3m
Duration: 10 minutes
MP cost: 6 mp
Description: for 10 minutes you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim - travel
Casting time: 1 rd
Range: self
Duration: up to 8 hours
MP cost: 6 mp
Description: For up to eight hours you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim travel other
Casting time: 1 rd
Range: 3m
Duration: 10 minutes
MP cost: 8 mp
Description: For up to eight hours you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Rank Four
Name: Breathe Water [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 4
You can breathe water, but cannot cast spells and have trouble communicating via speech.
Name: Breathe Water (Group) [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 6
Up to 3 targets can breathe water but cannot cast spells and have trouble communicating via speech.
Name: Improved Breathe Water [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 2 Hours
MP Cost: 6
You can breathe water and cast spells (and communicate) while underwater.
Name: Improved Breathe Water (Group) [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 8
Up to 3 targets can breathe water and cast spells (and communicate) while underwater.
Rank Five
Water Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Water Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Water Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Rank Six
Water Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Seven
Name: Sonar [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1 km underwater
Duration: 1 Hour
MP Cost: 4
You can "see" underwater up to 1 km away. You can tell whether something is moving, an approximate shape (round, square, long, etc) and size (minimum of "average human size"). With a successful Unaided Sonar skill roll, you can tell approximately how far away the thing you're asking about is and what direction it's moving in (if any, otherwise you just get "it's in that direction somewhere"). You must be in or above water (such as in a boat) to use this spell. Reminder: Sonar only works for stuff in the water. Just like with regular sonar, creatures (and devices) which can track back sonar to it's source may choose to track this back to the caster.
Water Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Water Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Water Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Water Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Rank Eight
Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 8 hours
MP cost: 6
Description: The user can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 8 hours
MP cost: 8
Description: The user and up to two friends can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hour
MP cost: 6
Description: The user can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hour
MP cost: 8
Description: The user and up to two friends can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hours
MP cost: 6
Description: The user can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If you fail the Water Skiing roll the spell ends and you will probably drown. This spell propels you forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water with friends! [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: 1m
Duration: Up to 1 hours
MP cost: 8
Description: The user and up to two friends can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If anyone fails the Water Skiing roll the spell ends for that person and they will probably drown. This spell propels anyone making the water skiing roll forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered (and picking up other people is right out).
Rank Nine
Basic Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Water X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
DIFFERENT OFF BRANCH OF THE LEVEL 9 SPELL
Water Healing [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Water Healing 2 [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Water Healing 3 (final) [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.
Rank Ten
Awaken Water Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 minute
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is. {Note - if the caster has ‘drain MP’ they can try to steal MP, use cards, etc to get their MP back while this spell is going.}
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Additional notes: The pet goes away between game sessions. Also, going into any zone which requires a roll to see if magic works necessitates a roll (made by the caster) for the pet as soon as the pet passes into the new zone. Failing that roll means the pet goes away/is destroyed, etc. Note that MP that were 'tied up by the pet' do not return immediately after the pet is destroyed - the caster must do the usual eight hour sleep to get them back. If they have the pet and get eight hours sleep, those MP tied up in this spell just don't regenerate.
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Purify Water [Credit: Alex, Scott]
Casting time: 1 minute of chanting and shaking the container
Range: Touch
Duration: Instant
MP cost: 2MP
Description: Caster takes a container of salt water (or undrinkable or dirty water, up to 4 liters) in to their hands, holding it up and shaking it vigorously while chanting. After a minute of this, the water is suitable for drinking without ill effect.
Destroy Water 1 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 2mp
Deals d6 damage to one Water type creature.
Destroy Water 2 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 4mp
Deals d8 damage to one Water type creature.
Destroy Water 3 [Credit: Chris, Pete, Scott]
Casting time: 1 rnd
Range: 10m
Duration: Instantaneous
MP cost: 6mp
Deals d10 damage to one Water type creature.
Rank Two
Name: Resistance to Water [Credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 4mp
If someone is using the element you have defended against to harm you, this negates the damage bump they would get from using said element. Example: If someone casts a fire damage buff on their weapon and you have cast a 'resistance to fire' on yourself, this negates that fire damage.
Rank Three
Fast Swim
Casting time: 1 rd
Range: self
Duration: 10 minutes
MP cost: 4 mp
Description: for 10 minutes you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim other
Casting time: 1 rd
Range: 3m
Duration: 10 minutes
MP cost: 6 mp
Description: for 10 minutes you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim - travel
Casting time: 1 rd
Range: self
Duration: up to 8 hours
MP cost: 6 mp
Description: For up to eight hours you swim at normal land movement speed, swim roll to move sprint speed.
Fast Swim travel other
Casting time: 1 rd
Range: 3m
Duration: 10 minutes
MP cost: 8 mp
Description: For up to eight hours you and up to two of your buddies swim at normal land movement speed, swim roll to move sprint speed.
Rank Four
Name: Breathe Water [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 4
You can breathe water, but cannot cast spells and have trouble communicating via speech.
Name: Breathe Water (Group) [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 6
Up to 3 targets can breathe water but cannot cast spells and have trouble communicating via speech.
Name: Improved Breathe Water [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 2 Hours
MP Cost: 6
You can breathe water and cast spells (and communicate) while underwater.
Name: Improved Breathe Water (Group) [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1m
Duration: 8 Hours
MP Cost: 8
Up to 3 targets can breathe water and cast spells (and communicate) while underwater.
Rank Five
Water Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Water Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Water Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Water Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Rank Six
Water Weapon (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance your hand and any melee weapon you wield. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Weapon (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance your hand and any melee weapon you wield. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Weapon (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will. You enhance your hand and any melee weapon you wield. For each attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Str bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (One Shot) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4mp
Description: This is a once only occurrence. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (Entire Combat) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
Description: This lasts for the entire combat. I.E. can be used for one combat. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one combat move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Water Missile (Day) [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8mp
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats, activating and deactivating at will.. You enhance any projectile you wield, eg a throwing star or an arrow from a bow. For one attack move up damage by one place on the damage track. If the target has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, you do not gain any damage bump from this spell. Dex bonus (if any) applies to the damage. This can be combined with other combat enhancing spells. For spells which give a bump on the damage track, whichever spell gives the best damage bump against the target takes precedent, ie damage enhancing spells do not stack.
Rank Seven
Name: Sonar [Credit: Freddy, Scott]
Casting Time: 1 Round
Range: 1 km underwater
Duration: 1 Hour
MP Cost: 4
You can "see" underwater up to 1 km away. You can tell whether something is moving, an approximate shape (round, square, long, etc) and size (minimum of "average human size"). With a successful Unaided Sonar skill roll, you can tell approximately how far away the thing you're asking about is and what direction it's moving in (if any, otherwise you just get "it's in that direction somewhere"). You must be in or above water (such as in a boat) to use this spell. Reminder: Sonar only works for stuff in the water. Just like with regular sonar, creatures (and devices) which can track back sonar to it's source may choose to track this back to the caster.
Water Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Water Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: Combat
MP cost: 6mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Water Armor (self) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: self
Duration: Sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Extended Water Armor (other) (Credit: Pete, Scott)
Casting time: 2 rnds
Range: 3m
Duration: sunrise/sunset
MP cost: 8mp
This armor wraps the target in the element, making them harder to hit. This counts as their ‘magical armor’. It does not stack with other magical armor but does stack with non-magical armor. If the wearer of the armor takes damage from the opposite school or related source of magic, this armor does not protect them and the attacker will gain a +2 shift in damage.
Rank Eight
Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 8 hours
MP cost: 6
Description: The user can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Calm Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 8 hours
MP cost: 8
Description: The user and up to two friends can walk on calm water for up to eight hours. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the water is too rough. If the water becomes rough while the caster is walking upon it, they will sink like a heavy turd and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hour
MP cost: 6
Description: The user can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Group Rough Water Walk [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hour
MP cost: 8
Description: The user and up to two friends can walk on calm or rough water for up to one hour. If the water has a current, the current will move you like a conveyor belt while you are walking on the water (e.g., crossing a river, you will end up downstream from where you started out). This spell does not work if the waves are breaking. If the waves break while the caster is walking upon it, they will sink like a rock and probably drown. The spell effect ends when land is reached. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: Up to 1 hours
MP cost: 6
Description: The user can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If you fail the Water Skiing roll the spell ends and you will probably drown. This spell propels you forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered.
Water Ski on Water with friends! [credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: 1m
Duration: Up to 1 hours
MP cost: 8
Description: The user and up to two friends can ski on water (without skis) for up to one hours. This requires rolling the Water Skiing (different than downhill or cross country skiing) skill. If anyone fails the Water Skiing roll the spell ends for that person and they will probably drown. This spell propels anyone making the water skiing roll forward at speeds of up to 50 KPH. The GM may assign negatives depending on how rough the water is. Note, you cannot do this if the GM thinks you are heavily encumbered (and picking up other people is right out).
Rank Nine
Basic Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Improved Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 4mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d4 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Burning Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 6mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d6 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Higher Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 8mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d8 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Maximum Damage Ball of Water [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Instantaneous
MP cost: 10mp
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d10 Elemental X damage. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
OFF BRANCH OF THE LEVEL 9 SPELL
Ball of Water X 2 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 2 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 3 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 3 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 4 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 4 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
Ball of Water X 5 [Credit: Freddy, Pete, Scott]
Casting time: 1 round
Range: 3m
Duration: Concentration, max 5 rounds
MP cost: 2mp per round
Everyone/everything within 3m (including friendly PC's, but not the caster) takes 1d3 Elemental X damage per round. If whatever is within the ball has a weakness to the element, the damage is bumped up an additional one on the damage track. If the target has a resistance to the element, it/they take no damage from this spell. The element does not cause additional effects,eg fire does not cause combustible objects to catch fire, electricity does not short out electrical devices etc Because magic.
DIFFERENT OFF BRANCH OF THE LEVEL 9 SPELL
Water Healing [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d6 HP.
Water Healing 2 [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d8 HP.
Water Healing 3 (final) [Credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Caster uses this element to heal a creature of the same element for d10 HP.
Rank Ten
Awaken Water Elemental (spell template) [Credit: Freddy, Scott]
Casting time: 1 minute
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regain the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is. {Note - if the caster has ‘drain MP’ they can try to steal MP, use cards, etc to get their MP back while this spell is going.}
Generic Elemental
Travel rate: 40KM/day, 80KM/day through its native element
Maneuver%; Combat move: 30%; 3/10m Through its native element, 60%; 6/20m
To hit/Damage: 30%/d8
Armor/HP: 2/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw its element at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element.
Description: Variable; crudely humanoid form comprised entirely of the element.
Diet: None
Lootability/Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Additional notes: The pet goes away between game sessions. Also, going into any zone which requires a roll to see if magic works necessitates a roll (made by the caster) for the pet as soon as the pet passes into the new zone. Failing that roll means the pet goes away/is destroyed, etc. Note that MP that were 'tied up by the pet' do not return immediately after the pet is destroyed - the caster must do the usual eight hour sleep to get them back. If they have the pet and get eight hours sleep, those MP tied up in this spell just don't regenerate.