Water

Hydromancy



Stamina 1 (1-3)
Gentle Rain - Soothing rain.
Quench Thirst - Restores water to the body.
Splash of Water - Water splashes someone out of thin air.
Moisten - Moisten a target.

Stamina 2 (4-6)
Cloud Burst - Sudden, violent down pour of rain that does not last long.
Bubbling Spring - Fresh, clean water springs from a crack in a rock.
Lily Pond - A deep, fresh water pond forms where called.
Glittering Pool - A pool of clear water forms.

Stamina 3 (7-9)
Rain Shower - Gentle rain that can be lasting.
Snuff Flames - The element of water extinguishes fires.
Steam Vent - A vent of hot steam opens in a surface as called, vent streams out 1 foot per success.
Force of the Surf - Someone is struck by the force of a wave without getting wet. It is enough to knock a strong person or creature down.

Stamina 4 (10-12)
Rain Storm - Vigorous, lasting rain.
Fog Bank - A deep, heavy mist is called to cover an area of up to 10 square yards per success.
Door of Mist - A doorway of mist opens in a solid wall or surface which only those called can enter through.
Water Source - Water is drawn out of the elemental plane of water to fill a called vessel or space.

Stamina 5 (13-15)
Flooding Rain - Lasting down-pour of rain.
Watery Grave - Target is drowned by water as it fills every body cavity and the blood stream from the inside out.
Moat - A deep, broad moat forms around called site.
Water Shield - A shield of telekinetic water forms around target to protect from spells by absorbing the energy. MA+10=Power of shield vs. spells. No action can be taken while shielded.

Stamina 6 (16-18)
Raging Thunderstorm - Sever thunderstorm that lasts up to an hour with dangerous lightning and wind.
Water Gate - Gate of water forms to deliver select targets to chosen destination through the elemental plane. Anyone not chosen to enter passes through the water without entering gateway.
Waterfall - A waterfall forms as called.
Waterstair - A stairway of water forms which selected persons can ascend and descend.

Stamina 7 (19-21)
Invoke the Tempest - Severe thunderstorm over land or sea that lasts for called number of days.
Tidal Force - The force of a tidal wave strikes select targets in range. The force and not the water collides with targets. range-100 feet, up to 1 target per success rolled. +75 damage.
Whirlpool - A powerful whirlpool forms as called and drags anything up to 10 pounds per success into a deep, watery grave in the elemental plane of water.
Sheet of Water - A shallow sheet of water covers called area in two feet of water.
Command River - Command water currents and level of river's water.

Stamina 8 (22-24)
Trooping Twisters - Elementalist controls numerous Tornados which roar down from the sky.
Water Elemental - A water elemental is summoned out of the elemental plane. The elemental commands water elements, 1 MA-Level per success.
Water touch - Turns any object touched into water.
Mist touch - Turns any object touched into mist.
Command the Waves - Full command over waves on any large body of water, i.e. lake, sea, ocean.

Stamina 9 (25-27)
Grand Tempest - Dangerous wind sheers, pummeling large hail, stinging rain, tornados, and perilous lightning. Causes flash floods near streams and rivers. Dangerous over sea.
Bridge of Water - A bridge of water forms where called, and can only be crossed by those selected.
Mist Form - One affected takes a mist form.
Water Walk - Walk on top of water, even oceans, seas and rivers.
Tidal Wave - In ocean and sea only, selecting what shore it affects.

Stamina 10 (28-30)
Full Force Hurricane - Invoke the ocean to form a hurricane and call hurricane to select area. 150 mile an hour winds, with Hail, Lightning and Savage Rain. Flooding and pounding surf near water, +100 dmg per turn, to anyone exposed.
Breathe Underwater - Lasts until caster dispels it or runs out of stamina.
Water Catalyst - Water effect occurs when a set catalyst is triggered. Effect and catalyst called by caster.
Water Morph - Make anything called turn into water, make water turn to mist, or scalding steam, or make water turn into a dangerous storm which unleashes all the water soaked into it unleash all at once on called area.
Protection from Water Elements

Stamina 11 (31-35)
Master of the Storm - elementalist can formulate storm and water elemental commands, use them for warding, for making enchanted items and artifacts, and blend them with other gifts.

Stamina 12 (36-40)
Improved Power

Essential Water

    Water cleanses, water reflects, water can kill, and it replenishes. Water reshapes the earth and the rocks. Without water there is no life. The lands, the plants, and the animals thirst for it, as do we.



Contents by JD and Sparky © Copyright 2008