College of Water Wizards

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

College of Water Wizards

Lands of Tamriel, an Epic Fantasy Moritz Moritz