Table of Contents

Fluid Spells

control of air, water, weather, etc.

*FIXME - fixed prereqs here - need book revision


Detect Pressure

Allows you to sense relative pressure, pressure fluctuations, and pressure change in any fluid that you are immersed in, or within range of.

Time to Cast 3 seconds
Difficulty 5
MP cost 1
Power
Duration
Range 100 meters
Other
Prerequisite Detect Truth

Pressurize

Allows you to change the pressure of an area or of the contents of a sealed container. Works by altering space and force, does not change the amount of matter present. If cast in an unsealed area, effect lasts only 30 seconds (5 rounds).

Time to Cast 2 seconds
Difficulty 10
MP cost 10
Power up to double (or half) the original pressure
Duration
Range 5 meters
Other
Prerequisite Detect Pressure, Alter Force, Loosen Space

Walk On Water

Allows the caster to walk on the surface of any body of water.

Time to Cast 5 second
Difficulty 20
MP cost 5
Power
Duration 10 minutes
Range contact
Other
Prerequisite Pressurize, Pass Through

Current

Create or control a current within water or other liquid.

Time to Cast 2 seconds
Difficulty 10
MP cost 10
Power strong enough to move a boat
Duration 5 minutes
Range 10 meters
Other
Prerequisite Pressurize

Wind

Create a strong wind blowing in a particular direction.

Time to Cast 2 seconds
Difficulty 10
MP cost 10
Power up to strong gale force wind
Duration 5 minutes
Range 50 meters
Other
Prerequisite Pressurize

Propel Fluid

Move a fluid in a particular direction.

Time to Cast 2 seconds
Difficulty 15
MP cost 10
Power
Duration 1 to 10 seconds
Range 10 meters
Other
Prerequisite Current, Wind

Whirlpool

Create a vortex current in a large body of water.

Time to Cast 5 seconds
Difficulty 15
MP cost 10
Power strong enough to pull down a strong swimmer, or capsize a small boat
Duration 5 minutes
Range 10 meters
Other
Prerequisite Propel Fluid

Whirlwind

Cause a strong whirlwind, strong enough to whip up a lot of dust etc., not as strong as a tornado.

Time to Cast 2 seconds
Difficulty 15
MP cost 10
Power up to strong gale force wind
Duration 5 minutes
Range 50 meters
Other
Prerequisite Wind

Tornado

Cause a very strong whirlwind, strong enough to wreck a house or pick up heavy objects and hurl them 10 meters. Anyone unlucky enough to be inside the tornado has a 10% chance of injury (d6) every round.

Time to Cast 5 seconds
Difficulty 25
MP cost 30
Power 10% chance of d6 dmg per round
Duration 5 minutes
Range 50 meters
Other
Prerequisite Whirlwind

Rain

Create a mild to moderate shower of rain, snow, or hail.

Time to Cast 2 seconds
Difficulty 10
MP cost 10
Power
Duration 15 minutes
Range 50 meters
Other
Prerequisite Pressurize, Change Temperature

Storm

Create a very heavy downpour of rain, snow, or hail. Anyone in the storm functions at -2 Agility.

Time to Cast 5 seconds
Difficulty 20
MP cost 20
Power
Duration 10 minutes
Range 50 meters
Other
Prerequisite Wind, Rain

Calm Storm

If you are in a storm, you can make it stop.

Time to Cast 3 seconds
Difficulty 10
MP cost 10
Power
Duration
Range 50 meters
Other
Prerequisite Storm

Thunderstorm*

Create a wild storm with very heavy downpour of rain, snow, or hail and lightning which will strike at random. 5% chance of lightning striking any particular bystander (for d20 dmg).

Time to Cast 10 seconds
Difficulty 20
MP cost 25
Power
Duration 10 minutes
Range 50 meters
Other
Prerequisite Storm, Lightning Bolt

Directed Lightning*

Same storm as Thunderstorm, except you have some control over where and when the lightning strikes. Once per turn you may attempt to control the lightning to strike at a certain spot with the following accuracy d20 roll:

Roll Accuracy
20 Hits target dealing 20 points dmg, plus try another attempt
16-19 hits target for d20 dmg
11-15 hits target and anyone in a 3 meter radius for d10 damage
6-10 hits within 3 meters of target and deals d6 dmg
2-5 total miss
1 critical fail, strike hits you for d10 dmg

The GM will determine the exact location of the strike.

Time to Cast 10 seconds
Difficulty 20
MP cost 25
Power
Duration 10 minutes
Range 50 meters
Other
Prerequisite Thunderstorm, Bend Space

Freeze*

Freezes any object solid. If the object has HP, they take d4 dmg. The object can not move or be moved for one minute. The freezing effect is not lethal; cardiopulmonary function is not stopped.

Time to Cast 5 seconds (major action)
Difficulty 20
MP cost 10
Power d4 dmg
Duration 1 minute
Range 10 meters
Other
Prerequisite Storm

Ice Wall

Creates a wall of ice, suitable to shield you and your friends from incoming projectile attacks. The wall can withstand up to 25 HP worth of damage, then it shatters.

maximum size 8 square meters, which is roughly equivalent to one of the following options:

Time to Cast 3 seconds
Difficulty 15
MP cost 10
Power 25 HP
Duration 2 minutes
Range 10 meters
Other maximum size 8 square meters
Prerequisite Freeze

Ice Shell

Creates an icy suit of armor with armor rating = 1/2 MP used. Normal Strength rules apply; Armor Rating must not exceed Strength attribute.

Time to Cast 5 seconds
Difficulty 20
MP cost varies (2x Armor Rating)
Power 1/2 MP used
Duration 10 minutes
Range contact
Other
Prerequisite Ice Wall

Snowball

Technically, they are more like ice chunks. But ya, you attack with ice.

Upon successful cast, roll 3 attacks of d3 dmg. (distributed between 1 to 3 targets)

Time to Cast 5 seconds
Difficulty 20
MP cost 5
Power 3d3 dmg
Duration 1 round
Range 10 meters
Other
Prerequisite Freeze

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