Imbria's Grimoire |
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.
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*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.
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*10 | Mu/Aq | 22 | *Lungs of the Fish | Body/Touch,Sun/Year,Auram |
| Turns water into air as it reaches your lungs.
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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.
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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.
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*30 | Pe/Aq | 24 | *Vile Water of Sterility | Sight,Inst |
| Ruins a body of water up to a small lake.
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*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.
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l:Form+Tech+Int+Magic Theory+Aura(3+3)+InvGenius(3)+Spell bonus(know sp) |
To Research: |
*15 | Cr/Aq | l:40 | *Frosty Barrel | Reach/Near,Sun/Inst |
| Creates a cask made out of hard ice, containing any desired liquid. (Req: Ig (oil), etc.)
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*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.
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*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.
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*15 | Cr/Ig | l:23 | *Werelight | Near/Sight,Sun/Perm,Re |
| 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.
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*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.
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*20 | In/Aq | l:38 | *Posiedon's View | Self/Touch,Sun/Year |
| See through water.
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*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.
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*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.
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*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.
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*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.
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*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.
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*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.
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*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.
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*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.
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*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
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*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.
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*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.
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*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.
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*50 | Re/Aq | l:36 | *Neptune's Wrath | Sight,Inst,Ritual |
| Create a gigantic wave 20 feet high and a mile wide.
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