Spells

Water Spells - Green - Defence & Harmony

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Cantrip (Free with lore, 0 mana)

Create Water (Green Cantrip)

Range:  Touch
Duration:  Instant
Activation Phrase:  Create Water! (touch container)
Effect:  Conjures 1 pint of water into container touched. This spell conjures the same body of water each time it is cast.


First Level (1XP, 1 mana)

Douse (Green First)

Range:  30 feet
Duration:  Instant
Activation Phrase:  Douse [item]!
Effect:  Creates 1 pint of water at range. Which can put out a torch or candle, but not a fire. The target must be visible (no, you cannot create water inside peoples bodies).


Sprout (Green First)

Range:  Touch
Duration:  24 Hours
Activation Phrase:  Sprout!
Effect:  Causes 1 plant touched to grow to harvest/fruition across the next 24 hours. Plants are stopped by physical barriers such as ceilings and do not destroy walls.


Water Breathing (Green First)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Water Breathing!
Effect:  Allows caster to breathe water for 5 minutes.


Second Level (2XP, 2 mana)

Barrier (Self) (Green Second)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Barrier!
Effect:  A film of ice surrounds the caster and confers 2 points of magical armour.


Water Blast (Green Second)

Range:  30 feet
Duration:  Instant
Activation Phrase:  Water Blast! FREEZING SUBDUAL ONE!
Effect:  A bolt of water shoots from the caster’s hand to the target causing a FREEZING SUBDUAL ONE to the torso.


Third Level (2XP, 3 mana)

Imbue Weapon with Water (Green Third)

Range:  Touch
Duration:  5 Minutes
Activation Phrase:  Imbue this [weapon] with Water!
Effect:  Adds FREEZING to the weapon's damage call for 5 minutes. If a second imbue weapon is cast on the same weapon the first imbue ends and the second takes over. This spell will cancel or be cancelled by any of the 'Fireblade' or 'Flamebow' spells.


Deluge (Green Third)

Range:  30 feet
Duration:  Instant
Activation Phrase:  Deluge!
Effect:  Creates a deluge of water at range. This deluge falls from the sky and floods an area, which can put out a fire but does not cause damage. The target must be visible (no, you cannot create water inside peoples bodies!).


Barrier (Other) (Green Third)

Range:  Touch
Duration:  5 minutes
Activation Phrase:  Barrier!
Effect:  A field of ice surrounds the recipient and confers two points of magical armour.


Fourth Level (3XP, 4 mana)

Plate (Self) (Green Fourth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Plate!
Effect:  Caster's skin becomes as strong as steel. Gives 4 points of magical armour.


Genesis (Green Fourth)

Range:  30 feet
Duration:  24 Hours
Activation Phrase:  Genesis!
Effect:  All plants within a 30 foot radius grow to harvest/fruition across the next 24 hours. Plants are stopped by physical barriers such as ceilings and do not destroy walls.


Wall of Vines (Green Fourth)

Range:  Touch
Duration:  5 Minutes
Activation Phrase:  Wall of Vines! TIME-FREEZE
Effect:  As the spell is cast the mage puts down a physical representation of the wall of vines up to 10 feet long. This represents a wall of magical vines 10 feet high. Walking through this takes 30 seconds, weapons may not strike damage through this wall but the wall of vines does not interrupt line of sight.

Any obstacles in the way (e.g. trees, walls, large rocks) will limit its length. The caster should call Time Freeze to place the phys-rep of the wall, and then call Time In once all players and monsters are ready to continue.


Fifth Level (3XP, 5 mana)

Plate (Other) (Green Fifth)

Range:  Touch
Duration:  5 Minutes
Activation Phrase:  Plate!
Effect:  Recipient's skin becomes as strong as steel. Gives 4 points of magical armour.


Refract (Green Fifth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Refract!
Effect:  Caster shimmers and is so distorted that he or she cannot be clearly identified. So takes half damage (after armour).


Embody Small Elemental (Green Fifth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Embody small water Elemental! TIME-FREEZE!
Effect:  Summons a small Undine to embody the caster, replacing them for the duration of the spell.

On casting ‘Time freeze’ should be called and the caster’s player should don the appropriate elemental costume (this spell cannot be cast without it to hand) then ‘Time in’ in the same pose and position the caster was in. For the duration of the spell, they play the elemental, acting under the mental control of the caster.

The elemental has the stats as per the ‘Elementalism rules’ document, effects on the caster are paused while the elemental is embodied and do not carry over to the elemental. Similarly, effects cast on the elemental end when it leaves. The caster cannot act or be targeted while the spell is in effect. When the elemental is destroyed or the duration expires, the caster should call ‘Time freeze’, remove the elemental costume, then ‘Time in’ as the caster in the same pose and position the elemental was in. All previous effects on the caster then resume.


Liquefy (Green Fifth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Liquefy!
Effect:  Caster's body and equipment take on the properties of water, though they may stand upright. They are unharmed by physical attacks and may do no damage. They are unable to cast and the body of `water` cannot be separated.


Sixth Level (4XP, 6 mana)

Imbue area with Water (Green Sixth)

Range:  30 feet
Duration:  24 Hours
Activation Phrase:  Imbue this area with Water!
Effect:  The mage opens wide the portal in his focus, calling forth the raw energy of the elemental plane of Water. As this energy flows into the world, it infuses the area around the mage, making it more like the elemental plane. Water-based spells cast in this area receive double duration, contrary-wise Fire-based spells suffer half-duration. This stacks with doubling from Elemental Elf bonuses. The mage must remain in the area, and must maintain the effect, although this does not require them to speak.

The player should, however, role-play maintaining the effect in some fashion. As soon as the mage leaves the area of stops maintaining the effect, it fades. While imbuing an area, a mage may only cast Water-based spells, or metamagic. If a second imbue area is cast the first disappears.

Water spells should be prefixed with Greater and Fire spells with Lesser.


Protection from Water (Self) (Green Sixth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Protection from Water!
Effect:  Caster is immune to FREEZING damage and the effects of Water-based magic.


Seventh Level (4XP, 7 mana)

Protection from Water (Other) (Green Seventh)

Range:  Touch
Duration:  5 Minutes
Activation Phrase:  Protection from Water!
Effect:  Recipient is immune to FREEZING damage and the effects of Water-based magic.


Embody Medium Elemental (Green Seventh)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Embody medium water Elemental! TIME-FREEZE!
Effect:  Summons a medium Undine to embody the caster, replacing them for the duration of the spell.

On casting ‘Time freeze’ should be called and the caster’s player should don the appropriate elemental costume (this spell cannot be cast without it to hand) then ‘Time in’ in the same pose and position the caster was in. For the duration of the spell, they play the elemental, acting under the mental control of the caster.

The elemental has the stats as per the ‘Elementalism rules’ document, effects on the caster are paused while the elemental is embodied and do not carry over to the elemental. Similarly, effects cast on the elemental end when it leaves. The caster cannot act or be targeted while the spell is in effect. When the elemental is destroyed or the duration expires, the caster should call ‘Time freeze’, remove the elemental costume, then ‘Time in’ as the caster in the same pose and position the elemental was in. All previous effects on the caster then resume.


Eighth Level (5XP, 8 mana)

Bubble (Green Eighth)

Range:  30 feet, Sphere
Duration:  5 Minutes
Activation Phrase:  Bubble! TIME-FREEZE
Effect:  On casting the caster lays out a physical representation of the edge of the bubble, All those within the bubble have magic armour sufficient and all non-spiritual damage calls are reduced to zero. Entering or exiting the bubble takes 30 seconds. The caster must remain still in the middle of the bubble, with both feet on the ground, and maintain it, if the caster's concentration is broken the bubble disappears.


Ninth Level (5XP, 9 mana)

Ice Body (Green Ninth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Ice Body!
Effect:  Makes caster immune to physical and through damage and provides 12 points of magical armour. The immunity is lost when the last point of magical armour is lost or the spell reaches the end of its duration. Note that the armour can only be removed using magic damage.


Embody Large Elemental (Green Ninth)

Range:  Self
Duration:  5 Minutes
Activation Phrase:  Embody large water Elemental! TIME-FREEZE!
Effect:  Summons a large Undine to embody the caster, replacing them for the duration of the spell.

On casting ‘Time freeze’ should be called and the caster’s player should don the appropriate elemental costume (this spell cannot be cast without it to hand) then ‘Time in’ in the same pose and position the caster was in. For the duration of the spell, they play the elemental, acting under the mental control of the caster.

The elemental has the stats as per the ‘Elementalism rules’ document, effects on the caster are paused while the elemental is embodied and do not carry over to the elemental. Similarly, effects cast on the elemental end when it leaves. The caster cannot act or be targeted while the spell is in effect. When the elemental is destroyed or the duration expires, the caster should call ‘Time freeze’, remove the elemental costume, then ‘Time in’ as the caster in the same pose and position the elemental was in. All previous effects on the caster then resume.



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