Spells of the Water tradition grant command and control over liquids and ice, allowing users to blast enemies with jagged shards of ice or entrap foes in giant, undulating orbs of water.

Water magic also has restorative qualities for easing suffering and repairing injuries, though not to the same extent as the assistance offered by Life magic.

As with other elemental traditions, the surest path to discovering Water magic is to learn the secret name of water, usually from a genie or a similar being. A genie might reveal the word in the way sunlight dapples the water, or conceal the name in the laughter of a bubbling stream. The tradition is studied at most great institutions of magic, especially those near the coast, where plenty of material exists on which to practice the art.

Cleanse Water

Water Utility Level 0

Target All water inside a cube of space, 1 yard on each side, originating from a point you can reach


The target becomes clean and safe to drink. If you cast this spell on part of a larger body of water, the purified water mingles with the unpurified water after a few minutes.

Freeze

Water Attack Level 0

Target One creature within short range


The temperate plummets around the target. Make a Will attack roll against its Agility. On a success, the target takes 1d3 damage and becomes immobilized for 1 round.

Attack Roll 20+ The target takes 1d3 extra damage.

Icicle

Water Attack Level 0

Target One creature within short range


You form a razor-sharp icicle in your hand and fling it at the target. Make a Will attack roll against the target’s Agility. On a success, the icicle hits and deals 1d6 damage plus 1d3 damage from cold.

Attack Roll 20+ The target takes 1d6 extra damage from cold.

Produce Water

Water Utility Level 0

Target One cup, bowl, or similar container that you can reach


You touch the target, which fills with fresh, clean water.

Rime

Water Utility Level 0

Area A cube of space, 2 yards on a side, resting on a flat surface and originating from a point within short range

Duration 1 minute


Ice forms over every surface in the area and remains for the duration. Any creature that moves into or out of the area must get a success on an Agility challenge roll or fall prone. In addition, whenever a creature in the area would take damage from cold, it takes 1d6 extra damage.

Cloudburst

Water Utility Level 1

Area A cylinder of water, 10 yards tall with a 20-yard radius, centered on a point within medium range

Duration 1 hour


Heavy rain (or snow, in a cold environment) falls from the top of the area for the duration. The precipitation partially obscures the area. It extinguishes ordinary flames as well as magical flames created by spells of rank 1 or lower.

In addition, you can use an action, or a triggered action on your turn, to move the area up to 5 yards in any direction. If you move the center of the area beyond medium range from you, the spell ends.

Sacrifice You can use an action and expend a casting of this spell to cast the icicle spell.

Drown

Water Attack Level 1

Target One creature within short range that breathes air


Water accumulates in the target’s lungs or a similar organ. The target must make a Strength challenge roll; on a failure, it takes 1d6 + 2 damage and becomes impaired. At the end of each round the target is impaired in this way, it must make a Strength challenge roll with 1 boon, removing this affliction on a success. After three failures, the target suffocates and dies.

Ice Armor

Water Utility Level 1

Duration 1 minute; see the effect


You become fully sheathed in ice for the duration. Until the spell ends, you have a +2 bonus to Defense, and you are immune to damage from cold or ice. The next time you take damage from fi re, you take half damage and this effect ends.

Ice Blast

Water Attack Level 1

Area A cone, 3 yards long, originating from a point you can reach


You hurl jagged ice shards that deal 2d6 + 2 damage to everything in the area, or half the damage with a success on an Agility challenge roll. The ground in the area becomes difficult terrain that lasts for 1 round.

Ink Claw

Water Utility Level 1

Requirement You must be underwater

Area A 10-yard cone originating from a point you can reach

Duration 1 minute (see effect)


Black ink spreads through the area to totally obscure it. The ink remains for the duration or until a strong current dissipates it.

Water Burst

Water Utility Level 1

Target A cube of water, no more than 1 yard on a side, originating from a point within short range


The target explodes with tremendous force. Each unsecured object of Size 1/2 or smaller within 3 yards of the outrushing water moves 1d6 yards in a straight line away from it. Each creature within 3 yards of the target takes 1d6 + 3 damage. A creature can make a Strength challenge roll, taking half damage on a success, or also falling prone on a failure.

The water bursting from the area extinguishes all ordinary flames within 5 yards of the target.

Waterstride

Water Utility Level 1

Target One creature you can reach

Duration 1 hour


You touch the target and, for the duration, it can move across liquid surfaces as if those surfaces were solid ground.

Wellspring of Life

Water Utility Level 1

Area A hemisphere with a 2-yard radius centered on a point on the ground within short range

Duration 1 minute


Healing waters partially obscure the area for the duration. Each living creature in the area does not need to drink water until after it completes a rest. In addition, when a creature in the area heals damage, it heals 1d3 extra damage.

Geyser

Water Attack Level 2

Area A circle with a 5-yard radius centered on a point on the ground within medium range


A column of scalding water erupts from the area, climbing 2d6 yards before raining onto the ground out to half that many yards beyond the area and extinguishing unprotected flames.

The force of the water moves unsecured objects of Size 1 or smaller 1d6 yards away from the origin point, while each creature in the area takes 2d6 + 2 damage from the hot water and must make an Agility challenge roll. The creature falls prone on a failure, or just takes half the damage on a success.

Ice Cage

Water Utility Level 2

Target One Size 1 or smaller creature within medium range

Duration 1 minute; see the effect


A cage of ice forms around the target’s space and lasts for the duration or until destroyed. The cage has Defense 5, Health 20, and takes double damage from fi re. Make a Will attack roll against the target’s Agility. On a success, you trap the target inside the cage. On a failure, the target moves 1 yard in a direction of its choice. At the end of each round the cage remains, each creature within 1 yard of the cage must get a success on a Strength challenge roll or take 1d6 damage from the freezing cold emanating from the cage.

Swirling Mist

Water Utility Level 2

Area A 5-yard-radius sphere centered on a point you can reach

Duration 1 minute


A billowing cloud of mist spreads through the area, partially obscuring it for the duration. Wind created by a rank 2 or higher spell disperses the mist.

While you are in the area, your body is shrouded by the mist and you are invisible to any creature more than 1 yard from you. In addition, you take half damage from all sources, your movement never triggers free attacks, and you can move through spaces occupied by other creatures.

Watery Serpent

Water Attack Level 2

Area A cube of space, 1 yard on a side, originating from a point within medium range

Duration 1 minute


A serpent made from water appears inside the area and remains for the duration. You can use an action, or a triggered action on your turn, to move the serpent up to 5 yards and attack one creature within 2 yards of the serpent. Make a Will attack roll with 1 boon against the creature’s Agility. On a success, the creature takes 2d6 + 3 damage and cannot move away from the watery serpent for 1 round. If the total of your attack roll is 20 or higher and beats the target number by at least 5, the creature takes 1d6 extra damage.

Wave

Water Attack Level 2

Area A line 10 yards long, 10 yards tall, and 1 yard wide originating from a point on the ground within medium range

Duration 1 round


Water rises to fill the area for the duration. The water provides partial obscurement to anything in its space and behind it, and provides half cover. The water also extinguishes any flames in the area.

When the effect ends, the line of water tips and falls either away from you or toward you as you choose, to cover an area 10 yards long and 10 yards wide. Each creature in that area takes 1d6 damage and must make a Strength challenge roll. It falls prone on a failure, or just takes half the damage on a success.

The water then spreads out a further 10 yards in all directions, extinguishing any flames it touches.

Flood

Water Attack Level 3

Area A 40-yard-long cone originating from a point you can reach

Duration 1 round


Water rushes out from your hand and forcefully spreads through the area. The water extinguishes all ordinary flames, as well as magical flames created by spells of rank 3 or lower. Unsecured objects of Size 1 or smaller are carried 4d6 yards away from the point of origin, and unsecured doors and portals in the area are forced open. The force of the water deals 2d6 damage to everything in the area. A creature in the area can make a Strength challenge roll. A creature of Size 2 or larger makes the roll with a number of boons equal to its Size – 1. A creature falls prone and moves 4d6 yards toward the opposite end of the area on a failure, or just takes half the damage on a success.

Ice Shards

Water Attack Level 3

Duration 1 hour or until the last shard is expended; see the effect


Five gleaming shards of ice appear in the air around you and remain for the duration. If you take damage from fi re, the spell ends. When you cast the spell and as an action or a triggered action on your turn, you launch one shard at a creature or an object within short range. Each time, make a Will attack roll with 1 boon against the target’s Agility. On a success, the shard hits, and the target takes 3d6 damage.

Attack Roll 20+ The target takes 1d6 extra damage.

Restorative Waters

Water Utility Level 3

Area A 3-yard-radius hemisphere centered on a point you can reach


Glistening water sprays up from the point you touch, then rains down on everything in the area. Each creature in the area is nourished as if it had drunk its fill of water, it removes the diseased and poisoned afflictions from itself, and it heals damage equal to its healing rate. In addition, for the next minute the creature heals 1d6 extra damage whenever it heals damage.

Sphere of Water

Water Attack Level 3

Area A sphere with a 3-yard radius centered on a point within medium range

Duration Concentration, up to 1 minute


Water fills the area and remains for the duration. Each time you use an action to concentrate on the spell, you can move the sphere and anything in it up to 5 yards in any direction.

Each creature in the area when you cast the spell becomes trapped in the sphere, as does a creature whose space the sphere enters. At the end of each round until the effect ends, each air-breathing creature trapped in this way must get a success on a Strength challenge roll or take 2d6 damage.

A creature trapped in this way can use an action to make a Strength challenge roll. On a success, it swims free and falls prone in an open space it chooses within 1 yard of the sphere.

Tidal Forces

Water Attack Level 3

Area Any number of creatures within medium range


Each target must make a Strength challenge roll with 1 bane. On a failure, it is moved 2d6 yards toward you or away from you (your choice) and becomes dazed for 1 round. On a success, it is just moved half the distance.

Cold Snap

Water Attack Level 4

Area A cone, 8 yards long, originating from a point you can reach


Lethal cold spreads through the area, instantly freezing water and water-based liquids, including potions. The cold deals 7d6 damage to everything in the area. Each creature in the area that gets a success on a Strength challenge roll takes only half the damage. A creature that becomes incapacitated by this damage freezes solid and dies instantly.

Vise of the Deep

Water Utility Level 4

Target Up to five creatures you can see within long range


Incredible pressure bears down on each target. Creatures that have the swimmer trait are immune to this spell. A target must make a Strength challenge roll with 1 bane. It takes 3d6 + 2 damage and becomes deafened and slowed for 1 hour on a failure, or just takes half the damage on a success. If the total of the target’s roll is 0 or lower, the deafened affliction becomes permanent for that target.

Wall of Ice

Water Utility Level 4

Area A shapeable line, 10 yards long, 5 yards high, and 1 yard wide, originating from a point within long range

Duration 1 hour (see effect)


Ice fills the area and remains for 1 hour or until it melts. Any creature in the area when the ice appears must make an Agility challenge roll. A creature moves 1 yard to either side of the wall on a success, or takes 3d6 damage and becomes immobilized on a failure. At the end of each round, a creature immobilized by this spell takes 1d6 damage from the cold. Each 3-yard-long section of wall has Defense 5 and Health 15. If a section of the wall is destroyed, any creature immobilized by it removes the immobilized affliction.

In addition, at the end of each round until the spell ends, any creature within 5 yards of the wall must get a success on a Strength challenge roll or take 1d6 damage from the bitter cold it generates.

Watery Form

Water Utility Level 4

Duration 1 hour


You transform yourself, along with everything you wear and carry, into a being made of clean, pure water. You retain your Size and shape, but you are transparent. You can use items you carry even though they are made from water. Until the spell ends, you gain the following benefits and drawbacks.

  • You take half damage from all sources.
  • You have the swimmer trait.
  • You can breathe in water as easily as you do in air.
  • You are invisible when submerged in liquid.
  • You make Strength and Agility attack rolls and challenge rolls with 1 boon.
  • You can move through spaces occupied by other creatures, but you cannot end your movement there. You can also move through gaps wide enough to permit the flow of water.
  • Your Water spells deal 1d6 extra damage.

Bind Water Genie

Water Utility Level 5

Target A cube of ice, snow, or water, 2 yards on a side, originating from a point within long range

Duration 1 minute


At the end of the round in which you cast this spell, the target becomes a Size 2 water genie. You cannot voluntarily end this spell. When the genie appears, make a Will attack roll against its Will. The genie becomes compelled for the duration on a success, or becomes hostile to you on a failure.

Blizzard

Water Attack Level 5

Area A cube of space, 10 yards on a side, originating from a point within long range

Duration 1 minute; see the effect


Snow spreads through and heavily obscures the area for the duration. Creatures treat the area as diffi cult terrain.

When you cast the spell and at the end of each round for the duration, each creature in the area must make a Strength challenge roll. On a failure, a creature takes 5d6 damage and becomes impaired for 1 round , or just takes half the damage on a success. While impaired in this way, a creature is slowed. A fl ying creature that gets a failure on this roll also falls prone.

Caustic Waters

Water Attack Level 5

Area A 10-yard-long cone originating from a point you can reach


Highly corrosive fluid flies from your hand, splashing everything in the area. Objects in the area that are made from wood, leather, or other organic materials take damage equal to their Health. The acid deals 5d6 damage to everything else in the area. A creature can make an Agility challenge roll and takes half the damage on a success. In addition, each creature hit by the acid takes 1d6 damage at the end of each round until a creature uses an action to wash the acid away from itself or from someone or something else.

Parch

Water Attack Level 5

Area A 5-yard-radius sphere centered on a point within medium range


The spell draws all moisture from the area. All ordinary mist, fog, and vapor, as well as such phenomena created by rank 5 or lower spells, in the area disappears.

Each creature of flesh and blood in the area must make a Strength challenge roll. A creature takes 4d6 + 6 damage and becomes impaired until it completes a rest on a failure, or just takes half the damage on a success.