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Shamanism - Water

Level One

Color Water
Range: 20m (66ft)
Duration: One hour per level of experience
Saving Throw: None
M.P.: 4
This magic changes the color and clarity of water into a murky and unnatural color. However, there is absolutely nothing wrong with the water. 75 liters (19.9 gallons) of water per level of experience can be colored.

Swigtflange
Area of Affect: 20m (66ft) radius per level of experience
Duration: Five minutes per level of experience
Saving Throw:
None
M.P.: 8
Fog spreads out from the spellcaster, resulting in reduced visibility for both friends and foes. Mainly used when escaping from battle. The fog is so thick that a person cannot see clearly beyond 2m (6.6ft). Between 2.1-5m (7-16.5ft) most people and animals appear as featureless, shadowy figures, and most structures are blurry grey shapes. Anything beyond 5m is totally obscured by the fog. Against enemies who use attacks that that aren't visible, such as wind attacks, the fog makes it possible to see the path of the attack. Artificial and/or magic light only makes things worse, creating glare that reduces visibility by half, but others away from the light can see it up to 10m (33ft) away.
The fog adds a +20% to prowl skills, though a person probably has a really good chance of getting lost. Long range combat is extremely difficult. All such attacks are -5 to strike and opponents are +2 to dodge.

Dowsing
Range: One object by touch; sensing range is 60m (200ft) per level of experience
Duration: Ten minutes per level of experience
Saving Throw: None
M.P.: 4
The ability to enchant any wooden stick (preferrably two-pronged) with the magical ability to sense the location of drinkable water whether it be a stream, pond, river, or underground water, 98% efficiency.

Dust Chip
Range: 10m (33ft)
Duration: Instant
Damage: 1 per level of experience
Saving Throw: Dodge of 16 or higher.
Penetration:
+1
M.P.: 3
Spell which shoots out numerous small arrows of ice about the size of the tip of a fingernail. The actual damage dealt is minimal, but the arrows hurt a lot (save vs. pain). A good spell to use when the goal is to weaken the opponent's will to fight.

Salt Water to Fresh
Range: By touch
Duration: Instant
Saving Throw: None
M.P.: 8
Allows conversion of up to 100 liters (26.6 gallons) of salt/sea water into drinkable fresh water per level of experience. Does not negate strong toxic impurities or poisons (such as red tide).

Water Pulse
Range: 30m (100ft)
Duration: Instant or 1 melee per level of experience
Damage: 2d6 per blast
Saving Throw:
Dodge versus caster's strike (+3 to strike)
Penentration: None
M.P.: 2 for instant, 10 for extended
A powerful blast of water equivalent of a firehose. Knocks human sized and smaller targets/items back/away 1d4x10 meters. The blast can be used to many affects, even fighting fires if cast for an extended ammount of time. Note that if using the extended version, the pulse must be kept up for the entire duration. Should the mage cease the pulse at anytime, they must recast the spell to start it again.

Water to Wine
Range: By touch
Duration: Instant
Saving Throw: None
M.P.: 10
Enables the warlock to change up to 10 liters (2.7 gallons) of ordinary fres water into wine. The wine is of fair to average quality, with the quality increasing by 5% per each level of experience.

Level Two

Aqua Breathe
Range: Self or other by touch
Duration: 20 minutes per level of experience
Saving Throw: None
M.P.:
12
Makes it possible to breathe in water. Once this spell is cast, it lasts for a while so there is no need to concentrate in order to maintain the spell. This makes it possible to cast other spells in water. The downside is that the spell doesn't improve your movement in water and your equipment will get wet. Note that for most humanoids, any depth over 75m (247.5ft) is instantly lethal!

Change Current
Range: Current nearest the warlock; affects a 100m(330ft)+10m(33ft) per level radius
Duration: Five minutes
Saving Throw: None
M.P.: 16
The sorcerer can reverse or redirect the ocean current in an isolated area, at least for a short period. This can be used to send ships and wreckage that is adrift in a particular direction, push away pollution or toxins, confuse fish and sailors, and so on.

Dark Mist
Area of Affect: 10m (33ft) radius
Duration: 5 minutes per level of experience
Saving Throw: None
M.P.: 15
Spell which fills the area with a dense black fog, essentially making all those who rely on normal vision, nightvision, or radar, blind. In the black fog, even magically created light is completely absorbed. Once created, the fog remains even after the spellcaster stops concentrating.

Wave of Frost
Range: 30m (100ft)
Saving Throw: 2m (6.6ft) radius per level of experience
Duration:
Instant
Saving Throw: Special
M.P.: 8
This spell is designed to specifically damage plants. Flowering plants caught in the frost will suffer damage, 2d4x10% will die, meaning the yield of fruit, vegetables, etc. normally borne by that plant(s) will be reduced by that ammount. In addition, 1d4x10% of the plants are irreperably damaged and will die within 48 hours. This spell can also be used to obscure windows by covering them in frost.

Water Seal
Range: Touch
Duration: One hour per level of experience
Saving Throw: None
M.P.: 8
This spell will protect any item under 20kg (44lbs) per level of experience from getting wet.
"Impervius!"

Level Three

Calm Waters
Range: 20m(66ft)+5m(16.5ft) per level radius
Duration: 30 minutes
Saving Throw: None
M.P.: 15
The shaman can impose their will over the water, reducing the intensity of water turbulence and reducing the size and speed of waves by half. However the shaman must concentrate for the entire duration of this spell, and thus is unable to cast any other spells and will lose their control if their concentration is severely disturbed (thwacked on the head or knocked unconcious).

Freeze Arrow
Range: 30m (100ft)
Duration: Instant
Damage: 1d6 S.D.C per arrow
Savings Throw: Dodge
Penetration: Each arrow has +1 to penetrate
M.P: 10
The spell makes several ice arrows (1 per level up to level 3, then one more arrow can be conjured at levels 6, 9, 12, and 15, i.e. a level 5 caster would only get three arrows, but a level 6 would get four arrows) appear near the caster and then fly towards the target; the ice counterpart of Flare Arrow. The arrows can also be used to restrict an opponent's movement by freezing the target's feet to the ground (does no damage, each arrow creates an 1m (3.3ft) diameter, 0.1m (0.33ft) thick sheet of ice). The strike roll for this is exactly like a volley (but 4 or more can be dodged), or an experienced mage (level 5 or higher) can divert the arrows at different targets. If the caster has W.P. Archery & Targeting it will aid to strike with this spell. Though this spell is similar to Flare Arrow, it does not cause things to catch on fire, so in areas where there are many combustible such as towns, this spell comes in handy.

Freeze Bullet
Range: 30m (100ft)
Duration: Instant
Damage: 1d6 S.D.C per ball
Savings Throw: Dodge
Penetration: None
M.P: 10
Identical to Freeze Arrow, though the effect is spherical in form, rather than arrow-shaped, causing automatic knockdown to all human sized targets struck.

Freeze Water
Range: By touch or up to 10m (33ft) away; line of sight
Duration: Instant
Saving Throw: None
M.P.: 16
This instantly freezes 100 liters(26.6 gallons) of water per level of experience. The water will remain frozen until it melts due to normal conditions.

Frostblade
Range: By touch
Duration: One minute per level of experience
Damage: 4d6 S.D.C.
Saving Throw: None
M.P.: 15
This spell enchants any piece/shaft of metal or mortal blade into an icy, four foot sword that glows pale white and mists. After creating it, the caster can give the sword to someone else if he or she so desires. The weapon can be used in the same manner as normal swords, but can parry energy blasts (natural parry roll -3). The weapon will not be damaged by parrying, but returns to normal will the duration elapses.

Level Four

Aqua Create
Range: Up to 20m (66ft) away
Duration: Instant
Saving Throw: Dodge 16 or higher when applicable
M.P.: 20
Creates 25 liters (6.6 gallons) per level of experience out of thin air! The water can be created up to 20m away. Very effective against vampires & fire elementals too; 2d6 damage per 25 liters.

Freeze Rain
Range: Can be cast up to 10m (33ft) away, preferably in the air
Area of Affect: The rain covers a 5m (16.5ft) radius
Duration: Indefinite until the ball is destroyed!
Damage: 2d4 damage each action to EVERYONE in the area!
Saving Throw: None, the rain is so intense that you must leave the area to avoid it's affect!
Penetration: +2
M.P.: 40
Naga's original magic, this spell creates a ball of ice in the air which continues to shoot out icicles into the area. Either because the spell was incomplete or perhaps because it was cast by Naga, the caster has no control over the ball of ice. To end this spell, the ball of ice has to be destroyed (has an S.D.C. of 100 and a natural A.R. of 10) to prevent icicles from spraying out for all eternity.

Icicle Lance
Range: 30m (100ft)
Duration: Instant
Damage: 1d6 per level
Saving Throw:
Dodge
Penetration:
+1 per level
M.P.: 25
Spear of ice which is thrown at target. Unlike Flare Lance, this spell can be used in towns because it doesn't cause objects to catch on fire. If the caster has W.P. Javelin it will aid to strike with this spell. The spear can alternatively create a large sheet of ice (does no damage, 3m (10ft) radius per level of experience, 0.2m (0.66ft) thick).
Walking on the sheet of ice: Reducing speed by half reduces the chance of falling to 1-32%, going faster creates an 80% chance of falling. -4 to strike, parry, or dodge while moving on the ice.
Standing still or little movement: 1-15% chance of falling, -1 to strike, parry or dodge.
Crawling or sitting on ice: 1-6% chance of slipping/falling;s peed reduced by half. -5 to strike, parry or dodge.
Ice coated items are cold to the touch (extremely uncomfortable and may even get stuck if your hands are wet) and the characters handling them have a 1-50% chance of losing their grip and dropping the items. Coating as an A.R. of 8 and S.D.C. of 15.

Wall of Ice
Range: Can be cast up to 20m (66ft) away
Size: 2x2x1m(6.6ftx6.6ftx3.3ft) per level of experience
Saving Throw: None
M.P.: 30
The shaman can create a wall of ice with 100 S.D.C. plus 50 S.D.C. for each additional 2x2x1m segment. Unlike the Earth Shamanistic wall spells, this wall can be created out of thin air (as it is made by condensing and super-chilling ambient moisture), and thus can easily be dropped one someone! Dropping said wall will inflict 1d4x10 S.D.C. and instantly shatter the wall into pieces.

Water Wisps
Range: Immediate area
Duration:15 minutes per level of experience
Saving Throw: None
M.P.: 30
This spell summons 1d4 water spirits. The spirits are very weak and must be summoned from a significant body of water (a large fountain, lake, etc.) Out of water they appear as large balls (1m in diameter). They must stay within atleast 100m (330ft) of the shaman who summoned them.
Natural A.R.: 8
Hit Points: 30; S.D.C.: 15
Attribute Equivalents: I.Q. 10, M.E. 10, P.S. 22, P.P. 10, swimming speed is 60kmph (37.5mph); flies at a Spd. 18 out of water.
Natural Abilities:
Invisible in water, nightvision 60m (200ft), can see the invisible, doesn't fatigue, impervious to natural cold, poison, and disease, and the creature can carry up to 180kg (400lbs) and still move at it's maximum speed. Obeys the shaman that summoned it only.
Bonuses: +2 on initiative, +2 to strike and parry, +6 to dodge. Two attacks/actions per melee round and inflicts 1d6 damage from a strike and 2d6 from a power stirke (two attacks)
Immunities & Weaknesses: Water based attacks HEAL the Wisp. Ice based & Earth Shamanism attacks do half damage. Energy attacks, magic weapons black, white, & spirit offensive magic do full damage. Fire Shamanism does double damage.

Level Five

Demona Crystal
Range: 5m(16.5ft)+1m(3.3ft) straight line infront of the caster
Duration: Instant
Damage: 5d6+1 per level of experience
Saving Throw: Dodge 20 or higher
Penetration:
+5
M.P.: 50
Highly effective spell which makes icy fog appear out of the ground, which then suddenly creates a path of jagged ice crystals. Since the fog appears out from the ground, only battle-scarred veteran adventurers can dodge this spell.
"You who crosses between sky and earth, gently flowing water, gather in my hand and give me power. DEMONA CRYSTAL!"

Howl Freeze
Range: 30m (100ft)
Area of Affect: 10m (33ft) radius
Duration: Instant
Damage:
3d6 to all within the radius
Saving Throw: None
Penetration: Automatic
M.P.: 40
The caster creates a powerful blizzard which deals frost damage to all targets within a certain area. The damage dealt will not be lethal, but it is extremely hard to avoid the spell. In addition, the frost makes it harder for those affected by the spell to move, reduce speed by 25%, P.P. by 50%. The spell has visual impact and can be used to either hide from or to frighten enemies.

Kyu Kyum Spin
Range: All Jellyfish within a 100ft+20ft per level area are summoned and come to the caster.
Duration: The Jellyfish remain under the influence of the caster for ten minutes per level of caster.
Saving Throw: None
MP: 50
This spell summons sea cucumbers from any nearby body of water. When drowning in the sea, the caster can be saved by the rush of sea cucumbers, but no other use of this spell can be seen. (Though they do taste quite good, pickled.) Generally this number is around 1d4x10 cucumbers summoned, but as the radius expands, the number increases, add +10 for every additional 40ft. Of course the GM may say more or less appear due to global posistion, or maybe it just wasn't a good spawning season.
Sea Cucumbers: Alignment: None, just a brainless sea invertebre.
Attributes: I.Q. 1d4(same), M.E. 1d6, M.A. uhh...it's a Cucumber, P.S. 2d4, P.P. 1d6, P.E. 2d6, P.B. dear god it's a damn cucumber who cares?!, Spd. 1d4+2 on land; 4d6 swimming.
Size: 6-8", 3lbs.
Natural A.R.: 8
Hit Points: 1d4+P.E. attribute number. S.D.C.: 2d6+3
Horror Factor: One Jellyfish has no HF, but a swarm of ten has an HF of 6+1 for every additional ten Jellyfish.
Combat: 2 attacks on land, 3 in the water.
Bonuses: +4 to dodge in water, CANNOT PARRY (come one look at those weak little tentacles).
Damage: Can do nothing but perhaps cover the opponent and restraint them.
Natural Abilities: Swim 98%, ABLE TO TASTE YUMMY WHEN PICKLED!
Psionics & Magic Abilities: None.
Strengths & Vulnerabilities: Takes half damage from cold oriented attacks, and double damage from fire.

Ly Briem
Range: 10m (33ft)
Duration: Instant
Saving Throw: Dodge 18 or higher
Penetration: Automatic
M.P.:
50
A wave of freezing air shoots out from the extended hand of the caster; anything that is touched by the wave is frozen. Mortal beings and such that are frozen have 12 minutes before the cold is lethal, and lose 1/12 of their hit points for every minute they stay frozen. Creatures that are resistant or immune to cold are instead placed in stasis until the ice melts. Compared to Icicle Lance, which is also used against a single target, the range of this spell is short, but its effect is far more potent.

Water Spout
Range: Can be cast up to 30m (100ft) away
Duration: Two minutes per level of experience
Saving Throw: None
M.P.: 24
This spell creates a tower or spout of water, 10m(33ft)+3m(10ft) tall per level of experience, to erupt from a body of water or from the ground. It can be used as a signal, to attack flyers, to carry the spell caster into the air (standing at the top of the spout), or to rock or capsize boats; 1-50% of tipping over a small boat or raft, 1-30% chance against a medium-sized vessel, 1-10% chance against a large vessel, no chance against carrier sized ships, etc.

Whirlpool
Range: Can be cast up to 200m (660ft) away
Area of Affect: 40m (132ft) radius
Duration: One minute per level of experience
Saving Throw: Don't be inside it
M.P.: 80
This spell conjures a great spinning whirlpool in a large body of water. This watery funnel pulls and sucks all objects on the water into it's whirling center, crushing and dragging them down intot he depths. Objects caught in the outer edge will be caught in its pull and drawn toward its center in a spiralling circle at a rate of 3m (10ft) every 15 seconds. Victims will become disoriented and dizzy, 1-30% chance of drawning. Victims can be pulled, flown, or levitated to safety. Boats and ships me be able to pull themselves out of harm's way (1-30% chacen if a sail or row type, 1-54% if motorized or magically powered). The outer whirlpool has a 40m (132ft) radius.
The center of the whirlpool has a 6m (20ft) radius and does 1d4x10 points of damage every 15 seconds to any small objects caught in its grip. Large ships suffer 2d6x10 damage and will be submerged when the ship hits dead center! There is a 1-90% chance of all hands drowning if sucked down a whirlpool (ala Odyessus). A dispel magic barrier spell will destroy this whirlpool instantly.

Level Six

Part Waters
Area of Affect: 100m (330ft) long by 3m (10ft) wide per level of experience
Duration: Five minutes per level of experience
Saving Throw: None
M.P.: 100
A powerful shaman spell that enables the shaman to actually part the waters of lakes, rivers, seas, etc. The spell parts the water and dries the sea bed so that it can be walked on. If the warlock loses concentration, is knocked unconcious, or slain, the spell is broken and the water comes tumbling in. (1-70% chance of drowning all; everybody takes 1d6x10 damage, triple of seas, quadruple for oceans).

Sea Blast
Range: 200m (660ft)
Duration: Instant
Damage: Special
Saving Throw: Don't be in the way
M.P.: 60
Spell which causes a large wave to appear on the surface of water, which could easily capsize a mid-sized ship. The problem is, in order for this spell to work, the caster must have his/her hand placed on the surface of water. This spell deals no direct damage, but the effect of the wave is absolute. The wave is approximately 5m (16.5ft) tall and 10m (33ft) wide. In addition, this spell only affects things on the surface and will have no effect against anything underneath the water.

Van Rehl
Area of Affect: 5x5m (16.5x16.5ft) per level square area from where the caster places their palm
Duration: Instant
Saving Throw: Don't be in the area
Penetration: Automatic
M.P.:
100
Strings of ice spread out from the spellcaster's hand placed against a wall, along the ceiling, floor, and walls. The target(s) who are touched by these strings soon turn into statues of ice. Mortal beings and such that are frozen have 12 minutes before the cold is lethal, and lose 1/12 of their hit points for every minute they stay frozen. Creatures that are resistant or immune to cold are instead placed in stasis until the ice melts. This is one of the few large-area spells that can be used in passages.
"Holy wind, wind which flows gently across the land, let all things be filled with your pure breath. VAN REHL!"

Level Seven

Ly Vraimer
Range: Immediate area
Duration: 30 minutes per level of experience
Saving Throw: None
M.P.: 40
The shaman can summon and command a powerful ice elemental to create a rock hard ice golem assistant. There is no limit to the distance that the ice golem can travel from it's summoner.
Natural A.R.:
14
S.D.C.: 125
Spirit Points: 25
Attribute Equivalents:
I.Q. 8, M.E. 10, P.S. 26, P.P. 17, swimming speed is 60kmph (37.5mph); flies at a Spd. 18 out of water.
Natural Abilities:
Living ice, 2.4m (8ft) tall, nightvision 60m (200ft), can see the invisible, doesn't fatigue, impervious to natural cold, poison, and disease, bio-regen 4d6 S.D.C. per minute, and the creature can carry up to 540kg (1200lbs) and still move at it's maximum speed. Obeys the shaman that summoned it only.
Bonuses: +2 on initiative, +3 to strike, +4 to parry and dodge. Three attacks/actions per melee round and inflicts 2d6 damage from a strike and 4d6 from a power stirke (two attacks)
Immunities & Weaknesses: Water based attacks HEAL the Golem. Ice & laser attacks do no damage. Energy attacks, magic weapons black, white, & spirit offensive magic do full damage. Fire Shamanism does double damage.

Level Eight

Calm Ocean
Range: 1km (0.6 miles) radius per level of experience
Duration: One hour per level of experience
Saving Throw: None
M.P.: 200
The shaman can calm any body of water and make it completely still. The water is not frozen or altered in any way. Water currently in the process of falling from a waterfall will continue to fall, and waves will gently roll across the ocean, but the water is comparitively calm and slow moving. This spell affects water spouts/tidal waves, underwater explosions, and will even cause an angry water elemental to become calm and passive (it will still defend itself if attacked, but immediately becomes passive once the attackers are killed or retreat).
The center of this spell is from where the shaman is standing. Beyond the radius, any turbulance continues unabated.

Vice Freeze
Range: 100m (330ft)
Blast Radius: 10m (33ft) per level of experience
Saving Throw: Don't be in the area
M.P.: 200
The ice counterpart of Burst Flare; a ball of ice appears in the targeted area, which then bursts, covering the surrounding area in ice. Mortal beings and such that are frozen have 12 minutes before the cold is lethal, and lose 1/12 of their hit points for every minute they stay frozen. Creatures that are resistant or immune to cold are instead placed in stasis until the ice melts. This spell is the strongest ice magic.

Spells of Legend

Creature of the Waves
Range: Self
Duration: One minute per level of experience
Saving Throw: None
M.P.: 140
The shaman is temporarily transformed into a watery being. The appearance is a shiny, silver colored, semi-opaque featureless figure in a humanoid form. In this form the shaman can swim at a speed of 200kmph (125mph), turn completely invisible in water, has 200 S.D.C., normal weapons earth shamanism and wind oriented attacks inflict half-damage (impervious to lasers), black magic, white magic, spirit shamanism and magic weapons do full damage, lightning based attacks and fire shamanism do double damage. Furthermore, they can squeeze through keyholes and cracks in one melee action, +2 to initiative, +1 to strike and +2 to dodge, and can even pick up and carry 225kg (500lbs). However, the shaman is -2 to stirke and parry using weapons of any kind.

Tidal Wave
Range: 60m (200ft) per level of experience
Area of Affect: The wave is 100m (330ft) wide per level of experience and 10m (33ft) high
Saving Throw: Besides getting the hell out of the way?
M.P.: 250
The shaman creates a towering wave in the water that will smash into buildings, vehicles, people on the coastline or vessels at sea. The wave will automatically capsize any ship it is twice as tall as. The reach of the wave on shore is 10m (33ft) per level of experience. Everything in the path of the tidal wave takes 4d6x10 damage. Note: This spell MUST be cast on or near a very large body of water, such as a large lake, sea, ocean, or something to the effect of the English Channel, etc.