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Muto Aquam

Purity of the Spring Rains ... Mu Aq - 5
... Portée : Touch ... Durée : Conc.(Once) ...
Removes the impurities from water. Water so contaminated as to be less than 75% pure is not affected. (i.e. you can't just turn any liquid to water).

Church wine ... Mu Aq - 5
... Portée : Touch ... Durée : Nap ...
Turns a glass of water into wine.

Breath of Winter ... Mu Aq - 5
... Portée : Near ... Durée : Nap ... Ig
Turns a circle of water up to 5 paces across into snow.

Distill the Essence of the Drink ... Mu Aq - 15
... Portée : Touch ... Durée : Conc.(Once) ...
Concentrates/distills a liquid, up to 5 * the original concentration (within limits -- you can obviously get a maximum of 100% concentration).

Enchantment of Intoxication ... Mu Aq - 15
... Portée : Near ... Durée : Nap ... Co
Changes a small percentage of the target's blood into wine, not enough to kill her, but certainly enough to make her drunk. The target must make a Drinking + Stm roll of 12+, and the amount the target fails by is subtracted from all of her characteristics except Stm, which will gain an equal amount. Note that repeated casting of this spell may kill a target, but there are simpler ways.

Warmth of the Icy Deep ... Mu Aq - 15
... Portée : Self ... Durée : Sun. ... Co Ig
After casting this spell, any water with which the caster comes in contact is instantly brought to a temperature warm enough for the caster to be comfortable. Thus, the caster could swim in very cold waters without any ill effects. This spell only raises water temperature, so the caster is not immune to hot water while under its effects.

Fire of the Deep ... Mu Aq - 25
... Portée : Sight ... Durée : Conc. ... Ig
This spell transforms about a barrel's worth of water into a medium that burns and destroys like fire. It is not burning oil, as other spells produce, but a substance which itself is, in many respects, fire. It is more intense than ordinary fire, but similar in its effects - paper is burnt to ash, wood charred and eventually consumed, stone merely blackened and heated. Unlike ordinary fire, however, this does not spread (though it may light other fires), nor can it be doused by mundane means, so long as the magus maintains concentration. It will persist after the magus drops concentration, diminishing in effectiveness, but taking five rounds before it is completely gone.

As a guideline, someone completely immersed in such water will take +15 damage per Round.

The water so affected is lighter than ordinary water, and will tend to float to the top, if they are mixed. At sea, it will spread over an area about 40 paces across.

Vis may also be used to increase the volume of water, with a like volume of affected water added for every pawn burnt.

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