Next: Intellego Aquam Up: Aquam Previous: Aquam

Creo Aquam

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.

Next: Intellego Aquam Up: Aquam Previous: Aquam