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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are recent additions to the repertoire of the Water Wizards.
Some of these spells are novel or known only by a few adepts. Spells that do
not require END to maintain have their endurance cost in parentheses.
Acid Cloud
When this spell is cast, a melon-sized sphere of highly acidic water flies
from the hands of the caster, expanding into a cloud of droplets centered on
the target hex. The cloud will continue to burn any victims caught within the
4" radius as long as the END pool lasts, unless they manage to douse
themselves in water. If the caster fails his roll, the acid spray appears
centered on the Wizard.
Power: 1d6 RKA versus ED
Modifiers: Area Effect (Radius x4) (+1+1/2), Armor Piercing (+1/2),
Continuous (+1), Sticky (+1/2), Uncontrolled (douse with water to negate)
(+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Water (-1), Won't work in very dry areas (-1/4), Character must
have at least 10 points in spells from Water College (-1/4), Side Effect (Acid
Cloud centered on caster) (-1/2), No effect on glass or acid-proof material
(-1/4), Extra Time - full phase (-1/2). Active Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 phase.
Real Cost: 16.
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Animated Mist
This spell allows the Wizard to form a body of mist that can move and speak
at his command. The fog can form any shape, but usually appears in the figure
of a man. The mist speaks with a sotto voice in the high pitched tone of a
child. This figure can be maneuvered anywhere within a 4" radius of the spell
target. If the caster fails his spell casting roll, the Wizard becomes light
headed for a short time.
Power: Images to sight and sound
Modifiers: x4 Radius (+1/2); Only to create a body of mist that can
speak as a child (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Gestures
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Water (-1), Won't work in very
dry areas (-1/4), Character must have at least 10 points in spells from Water
College (-1/4), Side Effect (4d6 DEX Drain) (-1). Active Cost = 22
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Body of Water
When this spell is cast, the body and possessions of the Wizard appear to
melt into a pool of dark liquid. The fluid can move about the floor at the
same movement rate as the caster, and can flow through even very small cracks.
If the liquid becomes divided, then the drops flow back together (at the
movement rate of the caster) to form a single pool. Should parts of the pool
become permanently separated from one another, then the caster is contained in
the largest remaining body of fluid.
While the Wizard is protected from normal combat attacks, he is vulnerable
to heat or cold. Should he contact a sufficient quantity of dry, moisture
absorbent material, such as wool or cloth, then his movement drops to zero
until the spell is cancelled. If the magic roll is failed, then the caster is
suddenly weakened by dehydration.
Power: Desolidification (vulnerable to heat or cold attacks)
Modifiers: only for passing through narrow spaces (-2). Active
Cost = 40 points.
Power: Shape Shift (pool of liquid).
Modifiers: linked to desolidification (-1/2). Active Cost = 10
points.
Combined: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), Side Effects (3d6 Character Point
STUN Drain) (-1/2), Won't work in very dry areas (-1/4), Character must have
at least 10 points in spells from Water College (-1/4), Stopped by water
absorbent material (-1/4).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 9.
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Drown
The wizard completely envelops the respiratory system of the target with
water. If the water works its way into his lungs, the victim drowns. However,
the target can hold his breath to escape the effects of the drain. (See the
drowning rules in the HERO rulesbook.) Once the BODY has been drained to zero
or less, the victim begins dying - losing 1 BODY each turn. Anyone who is able
to breathe water or has no need to breathe, is not effected by the BODY Drain.
Power defenses will disrupt the watery envelopment, allowing some respiration.
If the magic roll is failed, then the caster is weakened by dehydration.
Power: 2d6 BODY Drain
Modifiers: Continuous (+1), Recover each minute (+1/4); No effect when
water breathing, using life support, or holding breath (-1). Active
Cost = 45 points.
Power: 1d6 Major Transform (Air to Water)
Modifiers: Cumulative (+1/2); Linked to Drain (-1/2), Only about
respiration system of target (-1). Active Cost = 22 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Water (-1), Side Effects (3d6 Character Point STUN Drain)
(-1/2), Won't work in very dry areas (-1/4), Character must have at least 10
points in spells from Water College (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 13.
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Flood
This spell will inundate an area with a powerful flood of water. The blast
of water emerges from a single hex and flows outward in the direction(s) of
least resistance at the rate of 6" per segment until the flow fades away past
32". Knock down occurs in the direction of the flow. Underwater, this spell
creates a strong current flowing out radially from the target hex. If the
magic roll is failed, then the caster is considerably weakened by dehydration,
causing 5d6 Character Points worth of STUN Drain.
Power: 8d6 Energy Blast vs PD wave flowing outward at 6"/segment
Modifiers: Explosion (-1 DC per 4") (+1+1/4); 1/2 DCV Concentrate
(-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - water (-1), Only within range of a large water body (-1/2),
Character must have at least 20 points in spells from Water College (-1/2),
Side Effects (5d6 Character Point STUN Drain) (-1/2), Extra Time (Full Phase)
(-1/2). Active Cost = 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 Phase.
Real Cost: 16.
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Geyser
Once the spell has been cast, a crack appears in the ground in the target
hex and a jet of scalding water shoots vertically into the air. Anybody caught
by the geyser will suffer burns and be knocked aside by the powerful stream.
As the drops of water fall to the ground, they scald anybody in the vicinity
of the geyser. If the casting skill roll is failed, the geyser appears in the
same hex as the unfortunate wizard.
Power: 4d6 Energy Blast (Scalding Water)
Modifiers: Area Effect (Hex) (+1/2), Double Knockback (+3/4). Active
Cost = 45 points.
Power: 6d6 Energy Blast (Droplets)
Modifiers: Explosion (+1/2); Linked to EB (-1/2), No Knockback (-1/4).
Active Cost = 45 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - water (-1), Character must have at least 30 points in
spells from Water College (-1), Side Effects (Geyser targeted on caster) (-1),
Extra Time (Full Turn) (-1), Target hex must have connection to the Earth
(-1/4).
END Cost: 8; Magic Roll: -8; Casting Time: 1 Turn.
Real Cost: 13.
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Hot Spring
Drawing from the powers of the colleges of Fire and Water, this spell will
turn a body of water into a boiling pool that will kill all but the hardiest
creatures within its spherical effect. Because the schools of fire and water
are in opposition, this spell is especially exhausting to maintain. Bubbles of
steam will escape from the surface above the pool, warning away any who would
enter. If the caster fails his magic skill roll, his bodily water begins to
boil - resulting in blisters on his skin.
Power: 2d6 Energy Blast versus ED
Modifiers: NND (Sealed Environment, Intense Heat Life Support) (+1),
Area Effect (3" Radius) (+1), Continuous (+1); Only works in water (-1-1/2),
x2 END (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - tinder (-1), Caster must have at least 20 points in spells from
Water College and 10 points in spells from Fire College (-3/4), Side Effects
(6d6 Energy Blast) (-1/2). Active Cost = 40 points.
END Cost: 8; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 6.
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Insatiable Thirst
The target of this spell suddenly develops an insatiable thirst, and must
drink whatever fluids are at hand in preference to any other activity.
Obviously, the target will be strongly opposed to drinking any liquids that
are obviously harmful. It is possible, but not likely, that the target could
drink himself to death given a sufficient quantity of liquid, and failed CON
rolls. If the caster fails his Magic Skill roll, he becomes insatiably thirsty
until he throws off the spell.
Power: 10d6 Mind Control
Modifiers: Mental Power based on CON (-1/2), Only single command -
insatiable thirst (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), OAF - Water (-1), Character must have at least 10 points in
spells from Water College (-1/4), Side Effect (caster thirsty) (-1/2), Does
not work in water (-1/4), No effect on water denizens or creatures that do not
drink (-1/4). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 10.
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Know Drink
By taking a small sip from a liquid, the wizard is able to analyze the
contents of a drink. Any toxins and intoxicants within the fluid are quickly
identified, and the major ingredients can be determined. Note that this spell
can be cast without gestures, so as not to insult a host. If the wizard fails
his casting roll, however, his taste buds are deadened for a time.
Power: +3 PER, Discriminatory Taste
Modifiers: Costs END to use (-1/2), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), OAF - Water (-1), Character must have at least 10 points in
spells from Water College (-1/4), Side Effect (3d6 Flash to Taste) (-1/2).
Active Cost = 9 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.
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Maelstrom
This is one of the most powerful spells in the arsenal of the Water
Wizards. Once cast, a powerful downward current is created in the target hex,
causing a huge, rotating vortex of water to form. At the center of the vortex
the SPD of the flow is 20", but it decreases outward at the rate of 1 SPD per
8" of radius. Ships caught within the vortex must escape or they will be
dragged down to a watery grave. Because the spell is stationary, it is most
effective when cast upon a narrow channel or harbor.
Victims caught in the center are grabbed and dragged underwater, suffering
normal STR damage from the Telekinesis. If the water is shallow enough,
victims will also be dashed against the sea bottom. However, the current slows
at the same rate as the vortex, so the victims will be unharmed if the depth
is greater than 160". Of course, then they have another problem - how to
breathe.
If the Magic Roll is failed, the caster becomes extremely dizzy and
uncoordinated, requiring several minutes to recover.
Power: 35 STR Telekinesis
Modifiers: 1/2 END (+1/4), Area Effect (x32 Radius) (+2+1/4); Only in
direction of rotation (-1/2), Decreasing outward at 1 SPD per 8" (-1), 0 DCV
Concentrate while casting (-1/2), Gestures (-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - Water from the body of a Water
Elemental (-2), Extra time - 5 minutes (-2), Character must have at least 30
points in spells from Water College (-3/4), Can only be used on large bodies
of water (-1/4), Side Effect (9d6 DEX Drain, return 5 Active Points per minute
(+1/4)) (-1/2). Active Cost = 182 points.
END Cost: 9; Magic Roll: -18; Casting Time: 5
minutes.
Real Cost: 19.
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Part Water
This spell lowers a volume of water inside a 3" radius (19 hexes), and
fills the missing space with air. To determine the portion of water that is
removed from each hex, use the BODY rolled and refer to the Object Body Table
in the HERO System Rulesbook (a solid hex of water has 13 BODY). Any objects
suspended within the volume of water fall normally, including any fish or
other life forms. Since destroying water spell is going against the nature of
this college, it costs additional END to cast. If the Magic Roll is failed,
the caster suffers from dehydration.
Power: 2d6 Major Transformation (Water to Air)
Modifiers: Area Effect (Radius) (+1); Gestures (-1/4), Incantations
(-1/4), OAF - Water (-1), Requires Magic Skill Roll (-1/2), Character must
have at least 10 points in spells from Water College (-1/4), x2 END (-1/2),
Side Effects (4d6 Character Point STUN Drain) (-1/2), Extra Time - 1 Minute
(-1-1/2). Active Cost = 60 points.
END Cost: 12; Magic Roll: -6; Casting Time: 1/2
phase.
Real Cost: 10.
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Poison Well
This spell will turn a body of water into any poisonous liquid possessed by
the caster. A small vial of the poison must be added to the water while the
spell is being cast. To determine the volume of water that is poisoned, use
the BODY rolled and refer to the Object Body Table in the HERO System
Rulesbook (a solid hex of water has 13 BODY). If the entire body of water is
much larger than the transformed quantity, the poison will soon become diluted
and lose much of its effectiveness. Any purify water magic will remove the
poison from the water. For obvious reasons, the use of this spell is frowned
upon by most reputable wizards.
Power: 5d6 Minor Transformation (Poison Water)
Modifiers: No range (-1/2), OAF - expended poisonous liquid (-1-1/4),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 10 points in spells from Water College (-1/4),
Extra Time - 1 Turn (-1). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 turn.
Real Cost: 10.
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Resistance to Acid
The body of the Wizard takes on a glassy hue, and he becomes highly
resistant to the effects of acid. All damage from acid attacks is greatly
reduced, if not eliminated.
Power: 50% Resistant Energy Defense
Power: +0 PD / +4 ED Armor
Combined: Only versus Acid-based attacks (-1), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at
least 10 points in spells from Water College (-1/4), OAF - water (-1).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 3.
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Shape Water
This spell allows the caster to shape a body of water into any immobile
form that will fit within two adjacent hexes. The water is held together by a
weak force wall which maintains the shape. This spell has few practical uses
beyond serving as a distraction or leaving markers. If the caster has PS:
Artist, this spell can be used to produce a good quality likeness.
Power: 1 PD / 1 ED Force Wall
Active Cost = 20 points.
Power: Change Environment - Water Figure
Modifiers: Linked to Force Wall (-1/2). Active Cost = 20
points.
Combined: 0 END (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 10 points in spells from Water College (-1/4),
OAF - large, immobile body of water (-2), Does not work underwater (-1/4),
Extra Time - Five Minutes (-2).
END Cost: (4); Magic Roll: -4; Casting Time: 5
Minutes.
Real Cost: 6.
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Stay Dry
This spell creates a dome-shaped barrier around the caster which keeps him
from getting wet. The dome will also provide some protection from attacks by
Elemental Water-based beings. If the caster fails his Magic Skill roll, he
suddenly becomes dehydrated.
Power: 4 PD Force Wall
Modifiers: Transparent to energy attacks (+1/2); No range (-1/2),
Transparent to non-Liquid physical attacks (-1/2), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), Character must have at least 10 points in
spells from Water College (-1/4), Side Effects (3d6 Character Point STUN
Drain) (-1/2). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 4.
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Summon Water Elemental
This powerful incantation allows the water wizard to summon a Water
Elemental. (See HERO Bestiary for stats.) The Elemental will attempt to slay
the summoner, and the caster will need some means to control it. To use the
spell, the caster must have a large source of water nearby. If the caster
fails his roll, the creature will still be summoned but will have an immense
hatred of the caster and will be difficult to control.
Power: Summon Water Elemental (213 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4),
Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll
(-1/2), OAF - large, immobile body of water (-2), Character must have at least
20 points in spells from Water College (-1/2), Side Effects (Same summoning
but the Elemental has +10 EGO, has 20 points of Mental Defense against Mind
Control, and hates the caster) (-1). Active Cost = 73 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 hour.
Real Cost: 9.
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Summon Water Worm
This powerful incantation allows the water wizard to summon a Water Worm.
The Worm will attempt to slay the summoner, and the caster will need some
means to control it. To use the spell, the caster must have a large source of
water nearby. If the caster fails his roll, the creature will be summoned but
will hate the caster and will be difficult to control.
Power: Summon
Water Worm
(91 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4),
Incantations (-1/4), Extra Time: 1 Minute (-1-1/2), Requires Magic Skill Roll
(-1/2), OAF - large, immobile body of water (-2), Character must have at least
10 points in spells from Water College (-1/4), Side Effects (Same
summoning but the Weird has +10 EGO, has 20 points of Mental Defense against
Mind Control, and hates the caster) (-1). Active Cost = 49 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 minute.
Real Cost: 7.
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Syrupy Liquid
With this spell, the Wizard is able to increase the viscosity of a body of
liquid, slowing the movement of any objects through the fluid. The thick
liquid has no effect upon the caster. If the caster fails his Magic Skill
roll, his bodily fluids thicken, making actions more difficult.
Power: 2d6 Swimming Suppress
Modifiers: Affects special effects (swimming) (+1/4), Personal Immunity
(+1/4), Area Effect (8" Radius) (+1+1/2); Gestures (-1/4), Incantations (-
1/4), Requires Magic Skill Roll (-1/2), OAF - Syrup (-1), Character must have
at least 10 points in spells from Water College (-1/4), Side Effects (3d6
Character Points of DEX Drain) (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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Water Jet
This spell is a more forceful variation of the Water Fist spell. A thin
stream of high pressure liquid erupts from the caster's source of water,
blasting the target. The jet is strong enough to knock back most victims. If
the caster fails his Magic Skill roll, he is struck by the jet of water.
Power: 7d6 Energy Blast (Water)
Modifiers: Double Knockback (+3/4); Gestures (-1/4), Incantations
(-1/4), Beam Attack (-1/4), Requires Magic Skill Roll (-1/2), OAF - Water
(-1), Character must have at least 10 points in spells from Water College
(-1/4), Reduced by Range (-1/4), Does not work in water (-1/4), Side Effects
(Caster struck by jet) (-1). Active Cost = 61 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 12.
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Water Sense
This spell allows the Wizard to sense movements and density fluctuations in
the surrounding water. This form of vision allows him to see, even in total
darkness, the types of creatures moving through the water nearby, the strength
and direction of currents, and any fresh or salt water influx.
Power: Spatial Awareness (Discriminatory)
Modifiers: Costs END to use (-1/2), 1/2 DCV Concentrate (-1/4),
Gestures (-1/4), Requires Magic Skill Roll (-1/2), OAF - water plant frond
(-1), Character must have at least 10 points in spells from Water College
(-1/4), Only works in water (-1-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Water Wizards, use the tables of scholarly disciplines below. An experienced
Water Wizard will commonly have several spells from a single primary
discipline, plus a spell each from the other disciplines.
| 2d6 | School of Mist |
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| 2-3 | Steam Cloud |
| 4 | Change Water Temperature |
| 5-6 | Fog Bank |
| 7 | Animated Mist |
| 8 | Stay Dry |
| 9-10 | Mist Form |
| 11-12 | Acid Cloud |
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| 2d6 | School of Liquids |
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| 2 | Shape Water |
| 3-5 | Water Fist |
| 6-7 | Dispel |
| 8 | Resistance to Acid |
| 9 | Water Sense |
| 10-11 | Water Jet |
| 12 | Body of Water |
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| 2d6 | School of Flow |
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| 2-3 | Flood |
| 4-5 | Geyser |
| 6 | Hot Spring |
| 7-8 | Part Water |
| 9-11 | Maelstrom |
| 12 | Tsunami |
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| 2d6 | School of Drinking |
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| 2-3 | Dehydrate |
| 4-5 | Insatiable Thirst |
| 6-8 | Detect Magic |
| 9 | Know Drink |
| 10 | Poison Well |
| 11-12 | Purify Water |
|
| 2d6 | School of Depths |
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| 2-3 | Breathe Underwater |
| 4-5 | Water Walking |
| 6 | Dowsing |
| 7-8 | Swimming |
| 9-10 | Far Sight |
| 11-12 | Drown |
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| 2d6 | School of Water Summoning |
|
| 2-4 | Create Water |
| 5-6 | Summon Water Elemental |
| 7-9 | Water Balls |
| 10-11 | Summon Water Worm |
| 12 | Water Spout |
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