Difference between revisions of "Water"
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Obscuring Fog; Water; DC 22, Creates four hexes of fog, centered on the caster. Attacks targeting objects and creatures in these hexes have a 25% miss chance. | Obscuring Fog; Water; DC 22, Creates four hexes of fog, centered on the caster. Attacks targeting objects and creatures in these hexes have a 25% miss chance. | ||
− | Water Breathing; Water; DC 27, Target can breathe water as if it were air. | + | Water Breathing; Water; DC 27, Target can breathe water as if it were air. Requires [[Tenacity]]. |
Create Water; Water; DC 35, A misnomer, this actually pulls water out of the air around you. Amount created depends on the local humidity. | Create Water; Water; DC 35, A misnomer, this actually pulls water out of the air around you. Amount created depends on the local humidity. |
Latest revision as of 10:30, 6 March 2011
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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.
Can create fog and some basic weather effects (very light rain) without the need for a mixed spell.
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.
Obscuring Fog; Water; DC 22, Creates four hexes of fog, centered on the caster. Attacks targeting objects and creatures in these hexes have a 25% miss chance.
Water Breathing; Water; DC 27, Target can breathe water as if it were air. Requires Tenacity.
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.