Water

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The Water discipline controls and shapes water. It cannot create water out of nothing, but it can draw water from unexpected sources, even out of the air.

Special Uses

By separating oxygen from water, this discipline can grant the ability to breathe water.

Use in Mixed Spells

Combined with Cold this can create ice effects.

It is a principle component of weather spells, along with Air.

Counterspells

Water can counter Fire magic.

Example Spells

Locate Water; Water; DC 12, Finds the nearest water within 20 miles.

Good Tides; Water; DC 22, Propels object on water (ship, etc.) at 10 miles per hour or twice normal speed, whichever is faster.

Water Breathing; Water; DC 27, Target can breathe water as if it were air.

Create Water; Water; DC 35, A misnomer, this actually pulls water out of the air around you. Amount created depends on the local humidity.

Desiccate; Water; DC 48, Target takes 8d6 typeless damage as the water is forcibly removed from their body - fortitude save for half damage.