Snowball of Doom ... Cr Aq - 5
... Portée : Near ... Durée : Sun. ... Ig
Creates a large snowball in your hand, which you can then use to throw
at people. Does no damage, but a great spell for repelling attacks on
your ice fortress!
Ice of Light ... Cr Aq - 15
... Portée : Near ... Durée : Sun./Perm. ... Ig
This spell produces a cube of ice which contains the effects of the
spell Lamp Without Flame (CrIg 10). The cube, which is about
one foot on a side, will glow with diminishing intensity until it melts. The
block may be broken into glowing chunks which produce proportionately
less light than the whole. This spell combines well with Vulcan's
Bath (CrAq 15).
Patch of Glue ... Cr Aq - 15
... Portée : Near ... Durée : Sun./Perm. ...
Creates a 1 pace diameter patch of very sticky glue. Anything which
comes into contact with the patch will be stuck, and must make a 3
*
Str roll of 15+ to be freed. The name isn't very
imaginative, but neither was the magus who invented the spell.
Vulcan's Bath ... Cr Aq - 15
... Portée : Near ... Durée : Sun./Perm. ... Ig
This spell creates enough water to fill a large container,
the size of the tanks used by blacksmiths for tempering
metals. The water of this spell has the additional
property of being immune to the effects of fire or heat.
Thus, it neither becomes warmer nor cooler, except as a
result of other Aquam spells. It would not freeze in
cold weather, nor would it boil over a fire. The water
so produced is in liquid form, at room temperature.
There is also a Muto form of this spell, which will take
any existing water and change it into this form of water.
Through the use of this spell, ice cubes that don't melt
may be created.
Denial of the Frozen Ice ... Cr Aq - 15
... Portée : Near ... Durée : Sun. ... Ig
This spell creates a small amount (a few litres) of water around the target
and freezes that water. This effectively immobilizes the the moving parts
of the target.
The grip of the ice can be broken with a strength stress roll of 6+. If the
target tries to break the grip itself, a strength roll of 9+ si needed.
Fountain of Soothing Waters ... Cr Aq - 20
... Portée : Near ... Durée : Sun./Perm. ...
Creates a fountain of water coming out of a spot of
diffuse light similar to that of Moonbeam. Obviously this spell
is at its most effective when cast on a preprepared fountain and
pool, it can however be used as a particularly impressive spring.
The size of the pool is up to the individual magus though the
upper limit of this version is one of 5 paces in diameter.
The Slippery Ground ... Cr Aq - 20
... Portée : Self ... Durée : Sun. ...
Creates a layer of ice on the ground 10 paces around the caster (there
is a small hole directly where the caster stands). Effects are similar
to those of Footsteps of Slippery Oil (CrAq 15). The ice
means Qik-Enc rolls are needed to stay upright whenever any sudden moves
are made. A roll of 6+ is needed for most easy maneuvers, while a
roll of 15+ is needed for extreme actions.
Chamber of Soothing Waters ... Cr Aq - 25
... Portée : Near ... Durée : Sun./Perm. ... Re Ig
The use of this spell creates a room sized pool of hot
water that continually refreshes itself throughout the duration
of the spell. It always has a slight current and is at the
desired temperature for the mage. This is somewhat of an Aquam version
of Chamber of Spring Breezes (CrAu 15).
Dragon's Bile ... Cr Aq - 25
... Portée : Near ... Durée : Conc.(Once) ... Pe
Creates a spray of acid that arcs out from the caster's hand, covering
the target. The spray is 1/2 foot across at the peak (the caster's
hand) and 2 paces across at the base 5 paces away. Damage from the
acid is +20, -5 per pace beyond 1 away from the caster. The spell
damages everything it hits. Armor will protect normally, but
the amount of damage it absorbs will be lost permanently, as the armor
is dissolved by the acid. Normal clothing adds +1 to a target's soak
total, but is destroyed by the acid. Weapons and other equipment will
be affected as well, exact effects should be determined by the
storyguide. An exceptional targeting roll (15+) indicates that the
target was struck in the face, and will have to make a Stm roll of 12+
or be blinded permanently, with a 9+ on the Stm roll indicating
blinding in only one eye.
Scalding Torrent of Water ... Cr Aq - 30
... Portée : Near ... Durée : Conc. ... Ig
Like Mighty Torrent of Water (CrAq 25), save that the water is
boiling hot. The target takes the normal damage, and must also soak +10
heat damage.
The Frosty Javelin ... Cr Aq - 30
... Portée : Sight ... Durée : Nap ... Re Ig
Creates a spear of hardened ice which flies off towards the target on
the wave of the caster's hand. Damage is +25. A bigger version of
Piers' Icy Dart.
Globe of Corroding Waters ... Cr Aq - 30
... Portée : Near ... Durée : Nap ... Pe
Creates a globe of acid which is flung at the target. Damage is +30,
and an exceptional targeting roll (15+) means the globe strikes an
unprotected part of the body; if the head, then a Stm roll of 12+ is
required to prevent permanent blindness, 9+ in one eye only. Armour will
protect (clothing will also protect at +1 soak), but will be permanently
damaged. Other items will be damaged also (swords, shields, etc)
Ice Bubble ... Cr Aq - 30
... Portée : Near ... Durée : Sun. ... Re Ig
Creates a hemisphere of ice around the caster; if it is cast to imprison
something else, then a targeting roll is necessary. The ice is thick,
so most physical attacks will be unable to break through immediately.
They can break through after several repeated attacks. Ignem spells will
not penetrate at the first attempt either, unless they are of a very
high level. The ice is totally clear, so there is no impediment to
vision, although sound is totally blocked out (great for casting back
sight spells)
Soak is +20, body levels 0, -3, -5 (this simulates the weakening of the
ice as damage is done to it.)
The Protection of the Sea ... Cr Aq - 35
... Portée : Self ... Durée : Sun. ... Mu Re Au
Creates a globe of water 3 paces thick which completely surrounds the
caster. The caster can breathe as well as she could if the globe were
not present. It tends to make the caster rather difficult to hurt
with fire, and also makes her very hard to attack -- anyone trying to
melee her is inside the globe and thus drowning. Arrows tend to be
stopped by the water, though thrown weapons, especially heavy ones,
might still work. The globe will reshape itself to pass through
doorways and other constricted passageways. The caster remains dry
throughout the spell, unless she enters water, and she can still drown
if the globe is submerged.
Wall of the Standing Waves ... Cr Aq - 35
... Portée : Near ... Durée : Conc. ...
Creates a wall of water 5 paces high, 20 paces long, and 1 pace thick,
which falls at high speeds, as though from a tall waterfall. Anyone
attempting to pass through the wall must take one round and make a Str
+ Size roll of 11+ to pass through the wall. Those who fail are
stuck within the wall, possibly knocked down, and must hold their
breath as if submerged, or they will begin to drown. Any fire up to
the size of a bonfire will be snuffed by this spell in one round, and
larger fires will be snuffed or at least greatly reduced after
multiple rounds of submersion.
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