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 Touch range spell | 1 Mana | Water |
You call CURE 1 at self or touch 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 | ||
Touch 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. |
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 | ||
Touch 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 EFFECTs), 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 wight, but cannot disguise yourself as a 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. |
Rite of Divination | ||
Minor 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. |
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.
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.