Water spells

From Breaking Worlds

Water

Water magic grants powers associated with information, and can be used for divination or to evade and misdirect others.
It is opposed to Fire and Earth.

Starting Water spell

You learn this spell for free when you learn the elemental discipline of Water (through First Elemental Discipline or Additional Elemental Discipline).

Energy of Water
Self or Close range spell 1 Mana Water
You call CURE 1 at self or close range.

First Circle Water spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Water to learn any of these spells.

Snare of Water
Ranged spell 1 Mana Water
You call STRIKEDOWN twice at range in the space of five seconds. This is a single spell so there is no minimum time between the calls, and you can use the calls on the same or different targets.
Voice of Water
Close range spell 2 Mana Water
You speak to a single magic item or Effect for five minutes.
You must have a ref present (as a Guide or otherwise) to use this ability.
Rite of Scrying
Minor ritual Water
All participants receive a vision, secret, or piece of knowledge about the immediate area or the people within it.

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.
You must have a ref present (as a Guide or otherwise) to use this ability.

Second Circle Water spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Water spells to learn any of these spells.

Tranquillity of Water
Close range spell 2 Mana Water
You inform a person that you are at peace with them. You then get “MINOR EFFECT: For five minutes you may call RESIST to ignore any calls or Effects made by the person you have chosen; this Effect ends if you attack them in any way.” The EFFECT lasts five minutes or until you attack the person.
Rite of Evasion
Minor ritual Water
All participants get “MINOR EFFECT: You may dodge any one call (except EFFECT or COMPEL), melee blow, or projectile for free. When you do, call RESIST and touch the ground with one hand; any call you dodge does not affect you.”

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day. You may use the free dodge even while wearing heavy armour. The Effect lasts until used or until the end of the event.

Rite of Concealment
Major ritual Water
One participant gets “MAJOR EFFECT: For one week, your appearance changes. You may conceal your identity, and may disguise yourself as human, fay (of any type), or revenant, but cannot disguise yourself as another specific person.”

As this is a Major Ritual, a character can be the target of this ritual up to once per day. The Effect lasts for one week or until the start of the next interactive.
You must have a ref present (as a Guide or otherwise) to use this ability.

Rite of Divination
Major ritual Water
All participants receive a vision of an action that will help them solve a particular problem specified in the casting.

As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day.
You must know Rite of Scrying as well as another First Circle Water spell to learn this spell.
You must have a ref present (as a Guide or otherwise) to use this ability.

Ascendancy of Water

You can improvise Minor Rituals of Water when you take the Elemental Ascendancy skill for Water.
You must know at least two Second Circle Water spells to learn this skill.

Examples of what effects can be created with Ascendancy of Water include the following:

  • Minor:
    • Aiding information gathering.
    • Calming people’s emotions.
    • Enhancing concealment and deception.

Mastery of Water

You can improvise Major and Epic Rituals of Water when you take the Elemental Mastery skill for Water.
You must have Ascendancy of Water to learn this skill.

Examples of what effects can be created with Mastery of Water include the following:

  • Major:
    • Enhancing evasion and agility.
    • Searching for an item, person, or secret.
    • Gaining understanding of something mysterious.
  • Epic:
    • Manipulating a rift (especially to study it).
    • Disguising or concealing something huge.