Hydromancy

From the seas and lakes and rivers of the world comes forth magic known as Hydromancy. A tradition concerned solely with the creation and manipulation of water, and other liquids, its spells have numerous applications, from easing one’s thirst to drowning unwitting sailors. Some believe the magic comes from listening to the voice of the waves and divining secrets from the crashing combers.

Hydromancy Talents

CREATE WATER (Magical): You can perform a ritual to create water. Target one Size 5 space within 10 yards. When you finish, you either fill empty containers in that space with fresh water or you cover the ground in the target space with water. The water is sufficient to extinguish ordinary flames in the space or to turn dirt in one Size 3 space into mud, creating challenging terrain for 1 hour. Once you use this talent, you lose access to it for 1 hour.
FOG CLOUD (Magical): You can use an action to produce fog. Target one Size 10 space you can see within 30 yards. Fog fills the target space with heavy obscurement for 1 hour. You can use an action to move the fog to a different Size 10 space within 30 yards. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
PRESSURE JET (Magical): You can use an action to release a jet of water with incredible force from your hand. Target one creature or object within 10 yards. Make a Will roll against the target’s Strength. On a success, the target takes 1d6 damage, and you push the target up to 5 yards. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target takes an extra 1d6 damage.
SEA HEART (Magical): You have the Swimmer trait. If you have this trait already, increase your Speed by 2. In addition, you can breathe while submerged in water.

Novice Hydromancy Spells


Boiling Water

Castings: 1
Target: One Size 5 space within 15 yards
Duration: Instant
You form a seething, steaming ball of boiling water and hurl it to the center of the target space where it explodes. The water deals 1d6 damage to each creature in the target space. A creature makes an Agility roll with 1 boon. On a failure, it takes an extra 2d6 damage and becomes Strength impaired until the end of its next turn. Steam then creates moderate obscurement in the affected area until the end of your next turn.

Fluidity Of Form

Castings: 1, reaction when you move
Target: You
Duration: 1 minute
Your body flows like liquid. You gain the Slippery, Strider, Squeeze (1 inch), and Swimmer traits if you don’t have them already. In addition, whenever you become held or slowed, you can use a reaction to end the affliction.

Flying Jellyfish

Castings: 3
Target: One creature within 15 yards
Duration: Instant
A jellyfish appears in the air and flies toward the target. Make a Will roll against the target’s Agility. On a success, the jellyfish hits the target and deals 5d6 damage. On a critical success, the target also becomes held and poisoned (luck ends both).

Produce Clouds

Castings: 1
Target: The sky
Duration: 1 hour
Thick clouds form in the air in the sky above you within half a mile and release rain, sleet, or snow, depending on the prevailing temperature, for the duration. The precipitation extinguishes all ordinary flames, disperses ordinary vapors, and washes away all tracks and other signs of passage. Any containers left open in the affected area fill with water. The precipitation creates moderate obscurement in the area.
When the spell would end, if you can see the falling precipitation, you can use an action to extend the duration by 1 hour, up to a maximum of 24 hours.

Tidal Influence

Castings: 1, reaction at the start of your turn
Target: One Size 10 space centered on you
Duration: 1 minute
An invisible tide rolls in and out through the target space. Whenever a creature other than you starts its turn in the target space, it makes a Strength roll. On a failure, the creature is pushed 5 yards away from you if it is within 5 yards, or pulled 5 yards toward you if it is more than 5 yards away. A target moved in this way, in either direction, becomes vulnerable until the start of its next turn.

Wall of Water

Castings: 1
Target: One Size 10 space within 15 yards
Duration: 1 hour
Along one side of the target space there appears a 1-yard thick wall of water. A creature can move through it, but when it does, it makes a Strength roll. On a failure, the water snatches the creature and carries it up toward the top of the wall, and then drops it prone in the space it attempted to leave. The barrier causes all rolls for ranged attacks against targets beyond it to fail.

Expert Hydromancy Spells


Corrosive Cloud

Castings: 1
Target: One Size 5 space within 15 yards
Duration: 1 minute
Green mist forms in the target space and creates heavy obscurement in it. Any creature that starts its turn in the target space takes 5d6 damage from the corrosive droplets, plus an extra 1d6 damage at the end of each round (luck ends). Organic materials such as leather, wool, cotton, and the like disintegrate.

Fill The Lungs

Castings: 3
Target: One air-breathing creature within 10 yards
Duration: Instant
You fill the target’s lungs with water. The target takes 2d6 damage and becomes affected by suffocation. The target can overcome the suffocation effect with a successful Strength roll with 1 bane. Otherwise, it lasts until the target dies.

Forceful Geyser

Castings: 1
Target: One Size 5 space on the ground within 30 yards
Duration: Instant
A geyser of superheated water explodes from the center of the space. The steam and scalding water deals 4d6 damage to each creature in the target space. A creature makes a Strength roll. On a failure, it takes an extra 4d6 damage, and becomes vulnerable until the end of its next turn.
The resulting steam spreads out to fill a Size 10 space centered on the target space and fills it with moderate obscurement that remains for 1 minute.

Hydromantic Chalice

Castings: 1
Target: One metal chalice worth 5 sp that you are holding
Duration: 1 hour
Magic flows into the target chalice to fill it with water or some other liquid—wine, beer, juice, or broth. When tipped to drink, the liquid bubbles up from the bottom of the chalice to fill it to the brim. If held horizontally or pointing downward, liquid pours out of the chalice in a constant stream, producing about 6 gallons each round until it runs dry after 1 minute, which ends the spell early.
While you hold the chalice, you can intensify the pressure of the liquid to release a blast from it. You use an action to point the chalice at one creature or object within 15 yards and make a Will roll against the target’s Agility. On a success, the target takes 9d6 damage, is pushed 5 yards away from you, and then falls prone. You can use this aspect of the spell three times, and then the spell ends.

Ochre Mist

Castings: 1
Target: One Size 5 space within 15 yards
Duration: 1 minute
Thick yellow fog fills the target space with total obscurement. Any creature that starts its turn in the target space takes 6d6 damage and makes a Strength roll. On a failure, the target becomes Intellect impaired and poisoned (luck ends both). Until these afflictions end, the creature cannot leave the target space.

Watery Sphere

Castings: 1
Target: One Size 3 space within 15 yards
Duration: 1 minute
A sphere of water—or some other harmless liquid—appears inside the space. It attempts to engulf one creature within 1 yard of it. Then, on each of your turns, you can move the sphere up to 5 yards and attempt to engulf another creature within 1 yard of it. The sphere can flow around obstacles smaller than it when it moves, but it is blocked by larger obstacles.
Each time the sphere attempts to engulf a creature, make a Will roll with 1 boon against the creature’s Agility. On a success, the creature is pulled into the sphere’s space and remains there, moving with the sphere, until the spell ends. The creature is affected by suffocation unless it can breathe while submerged in water. The engulfed creature can only target creatures inside the sphere for its attacks, spells, talents, and other effects it would produce. An engulfed creature can overcome the effect with a successful Strength roll with 1 bane, which causes the creature to exit prone in an empty space within 1 yard of the sphere.
The sphere has the capacity to hold creatures whose combined Size equals no more than 3. If it captures a creature that would exceed the sphere’s capacity, each other engulfed creature makes a luck roll; the creature with the highest result automatically overcomes the effect.
Any cold-producing effect that targets the sphere or the space it is in freezes it in place until the end of your next turn. Being frozen in place prevents the sphere from moving or engulfing creatures, but each creature it has engulfed takes 3d6 damage from the cold, and attempts it makes to overcome the engulfed effect fail automatically.
Any lightning-producing effect that targets the sphere or the space it is in deals 5d6 damage to each creature engulfed by it. In addition, the engulfed creature makes a Strength roll and, on a failure, becomes stunned until the end of its next turn.
Any fire-producing effect that targets the sphere or the space it is in causes the sphere to release scalding steam that creates moderate obscurement within 10 yards of it for 1 minute. Any creature in the area when the steam appears makes a Strength roll and takes 3d6 damage on a failure. The spell then ends.

Master Hydromancy Spells


Acid Bath

Castings: 1
Target: One Size 5 space within reach
Duration: Instant
From your hands comes an ocean of corrosive liquid. Each ordinary object made of organic material such as leather, plant fibers, and the like disintegrates. Each creature in the space takes 5d6 damage, and becomes vulnerable and weakened (luck ends both). Each time a creature fails a roll to end this effect, it takes an extra 5d6 dam- age. Finally, each Size 3 or smaller creature and unsecured object is pushed 5 yards.

Fog of Death

Castings: 1
Target: One Size 5 space within 15 yards
Duration: 1 minute
Crimson mist fills the target space. Any creature that starts its turn in it takes 10d6 damage and makes a Strength roll. On a failure, the creature takes an extra 10d6 damage. Until the spell ends, you can use an action if you are within 15 yards of the mist to move it up to 5 yards.

Leviathan Slam

Castings: 1, you can see the sky
Target: One Size 10 space within 30 yards
Duration: Instant
A leviathan plucked from the oceans appears in the air above the target space and falls to crush everything under it. Each object in the space takes 20d6 damage. Each creature in the space takes 6d6 damage and makes a Strength roll. On a failure, the creature takes an extra 7d6 damage, falls prone, and is pushed 5 yards from the center. The mess created by the now dead leviathan covers the ground in the space with challenging terrain that remains until cleared, or rots, away.

Raise The Waters

Castings: 1
Target: Up to six contiguous Size 5 spaces on a surface within 100 yards
Duration: 1 hour
You either fill the target spaces with water or turn the ground in the spaces into a soupy morass.
If you fill the spaces, water rises in each until it becomes completely filled. The magic holds the water in these spaces for the duration. When the effect ends, water rushes out of the target spaces, spreading out 25 yards from each across the ground in all directions. Each creature and unsecured object in a space adjacent to a target space takes 3d6 damage and makes a Strength roll. On a failure, the creature takes an extra 4d6 damage and is pushed 5 yards in the direction the water moves and then falls prone. The water douses all exposed flames within 30 yards of the target spaces.
If you turn the ground into a morass, earth, sand, and stone in each target space become slippery, wet mud down to a depth of 3 yards for the duration. Any creature or object on the surface sinks to the bottom. To get out, a creature can swim to the space’s edge.
If there’s an open space within 5 yards under the target spaces, the mud breaks through and drains into the space below until it fills the volume of that space or is drained completely. The draining mud carries with it any creatures and objects on the ground in the target space when you cast this spell.
If you target spaces on a surface overhead, the mud falls, crashing down and dealing 7d6 damage to everything underneath it. A creature makes a Strength roll. On a success, it takes half the damage. On a failure, the creature falls prone.
Depending on where you cast this spell, you might damage structures, or cause bridges to collapse, walls to topple, and even buildings to slide, as the Sage adjudicates.
The mud gradually dries until it returns to its normal consistency.

Shape of Water

Castings: 1
Target: You
Duration: 1 hour
You, along with everything you wear and carry, transform into a being of water. You cannot speak, though you can cast Hydromancy spells without needing to speak. You cannot lift, move, or interact with objects. However, you make Agility rolls with 2 boons, you ignore suffocation and attempts to grab you fail. You gain the Squeeze (1/4 inch) and Swimmer traits. You are invisible while submerged in any liquid. And, you take half damage from all sources except cold. When you take 10 damage or more from cold, you become held (luck ends), but you impose 3 banes on rolls against your Defense until the affliction ends.

Summon Water Elemental

Castings: 1
Target: One empty Size 2 space on the ground within 5 yards
Duration: 1 hour
Water rushes into the target space and assumes a snake-like form. The water elemental becomes your controlled companion. The effect ends early if it becomes incapacitated.

DEFENSE: 17, HEALTH: 40
ATTRIBUTES: Strength 13 (+3), Agility 13 (+3), Intellect 8 (-2), Will 15 (+5)
SIZE: 2, SPEED: 8 (Slippering, Squeeze 1/4 inch, Strider, Swimmer, Water Walk)
IMMUNE: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened.
WATERY STRIKE: The water elemental targets one creature or object within reach and makes a Strength roll with 2 boons against the target’s Defense. On a success, the target takes 4d6 damage. On a critical success, the target becomes grabbed until the end of the elemental’s next turn.