|20||Cr/Aq||23||*Mighty Torrent of Water||Near,Conc(5),Aim(-3to+1)|
| || A three foot diameter cone of water sprays from your outstretched arms for up to five rounds (Conc.). +14 damage, Str+Siz 10+ or be knocked back. Targetting starts at -3 and increases by one each round.
|*25||Cr/Aq||23||*Deluge of Rushing and Dashing||Spec,Conc|
| || A stream floods, starting at its nearest point to you and continuing one mile downstream. Anyone near the stream when it floods is struck by water (+18 damage) and caught in the flood. Every round, the victim must make a Str+Dex+Swim-Enc 9+ to escape the flood. If not, they take +10 damage and lose a fatigue level.
|*10||Mu/Aq||22||*Lungs of the Fish||Body/Touch,Sun/Year,Auram|
| || Turns water into air as it reaches your lungs.
|20||Mu/Aq||22||*Bridge of Frost||Sight, Spec|
| || Makes a 15 pace bridge allowing 6-15 creatures across. The bridge lasts an hour and can be any shape.
|25||Pe/Aq||24||*Curse of the Desert||Near/Sight,Inst,Co or An|
| || +16 damage, soak Stm+Siz. Must drink in an hour or die.
|*30||Pe/Aq||24||*Vile Water of Sterility||Sight,Inst|
| || Ruins a body of water up to a small lake.
|*20||Re/Aq||19||*Waves of Drowning and Smashing||Sight, Inst|
| || Raises a five foot high, 30 pace wide wave that can submerge swimmers, overturn rowboats, and damage sailing ships. It starts as a small, curved wave and grows for the first ten paces, at which point it reaches max size. It dissipates after 100 paces.
|l:Form+Tech+Int+Magic Theory+Aura(3+3)+InvGenius(3)+Spell bonus(know sp)|
| || Creates a cask made out of hard ice, containing any desired liquid. (Req: Ig (oil), etc.)
|*15||Re/Aq||l:36||*Gift of the Floating Wood||Sight,Sun(Spec)|
| || Allows anything Size +3 or smaller to float until they leave water or until Sun.
|*15||Re/Aq||l:36||*Cloak of Dryness||Touch/Near,Sun/Year|
| || Keeps water from touching an object or creature of Size+3 or smaller, even if it is submerged. Allows animals and men to drink, however.
| || Creates an intricate filigree-like spinning globe, about hand-sized, of cool white light, enough to read by, which moves as you concentrate upon it and follows you around if you don't.
|*15||Mu/Te||l:30||*Weapons to Water||Near/Sight,Sun/Inst,Aq|
| || Changes stone, metal, glass, or earth, of an amount that can be enclosed in the arms, into water.
| || See through water.
|*25||Pe/Aq||l:41||*Break the Oncoming Wave||Near,Sun/Year|
| || Breaks all waves and torrents of water (even magical) as they come within 10 paces.
|*25||Re/Aq||l:40||*Pull of the Watery Grave||Sight,Conc|
| || Creates a strong undertow which pulls any object smaller than a rowboat 25 fathoms (150ft) into the depths. Those caught must make a Str+Dex+Swim-Enc of 9+ per round to avoid being dragged under.
|*30||Re/Aq||l:40||*Parting the Waves||Spec/Spec,Conc|
| || Parts a body of water up to 50 paces across, revealing a five pace wide dry path at the bottom. For every pawn of vis, the body of water can be another 25 paces across.
|*30||Mu/Aq||l:43||*Cloak of Winter||Sight/Spec,Spec|
| || Over an hour it snows and sleets on a body of water up to 2 miles in diameter, causing it to freeze. One pawn of vis adds 1/2 mile to the diameter. If the water is running it either freezes up or fills with ice floes.
|*35||Cr/Aq||l:40||*Forceful Wave of Water||Near,Inst,Re|
| ||Creates a large amount of
water and then sweeps it in a wave covering about 60°. The wave breaks
at ten paces; all within fifteen paces struck by the wave take +18
damage and must make a Str+Siz roll of 15+ or be swept off their feet.
|*30||Re/Aq||l:36||*Tower of Whirling Water||Near/Sight,Conc|
| ||From a large body of water, form a waterspout that moves under your mental direction. It does +14 damage to anyone it hits, and they must roll Qui-Enc 8+ to avoid being sucked up. (To fall 20 ft when the waterspout fails.) Int+Conc of 10+ to make the spout move across land.
|*35||Re/Aq||l:41||*Protection of the Circling Waves||Reach,Spec,Cr|
| || A waterspout surrounds you, circling at great speed and obscuring you. Anyone near enough to attack with a hand weapon takes +14 damage and must make a Qui-Enc roll of 8+ at the beginning of each round or be sucked in and start to drown immediately. Melee attack rolls against you are at -5 and missile/thrown attacks at -15. The waves circle for five rounds after you end concentration. The spout dips sideways before it fails, dropping anyone caught in it 20 feet to the ground.
|*40||Pe/Aq||l:46||*Parching Winds of the Desert||Near(10pcs),Inst|
| || Removes most of the fluid from all targets within 10 pace radius area of effect, doing +16 damage, which can only be soaked with Sta+Siz. The target must drink within an hour or die. Req: Co or An. Doesn't affect the caster.
|*35||Cr/Aq||l:39||*Lungs of Water and Death||Near/Sight,Inst,Pe|
| || Fills a target's lungs with water. The target can do nothing but fall to the ground and cough up water. Sta roll of 8+ to avert drowning in three minutes. Req: An,Co
|*40||Mu/Te||l:33||*Lake of Stone||Sight,Sun/Inst,Aq|
| || Can potentially change all Terram objects saving gemstones within sight into water; the caster can exclude sections as desired. A quick way to get rid of an annoying castle, or a charging army's weapons and armor.
|*30||Cr/Aq||l:39||*Breaking the Perpetual Drought||1mi,Inst,Ritual|
| || Restores normal rainfall to a region. Extends 1/2mi per pawn of extra vis.
|*40||Pe/Aq||l:41||*Calling the Odious Drought||1mi, Year/Perm,Ritual|
| || Causes a drought: 1/10 normal rainfall, streams dry, rivers dwindle. The area of effect may be increased by a half mile radius for each extra pawn of vis.
| || Create a gigantic wave 20 feet high and a mile wide.