Spells (Ordo Undine Proeliatori)
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=Current Spells= | =Current Spells= | ||
==Arctic Tern Spirit== | ==Arctic Tern Spirit== | ||
Spell Type : animalistic | Spell Type : animalistic | ||
- | Knowledge Requirement : have at least 100 points among arctic fieldcraft skill, spirit | + | Knowledge Requirement : have at least 100 points among [[arctic fieldcraft]] skill, [[spirit lore]] skill, and [[animal lore]] skill |
- | lore skill, and animal lore skill | + | Rating Formula : 35% of [[enchantment]] skill plus 50% of [[summoning]] skill |
- | Rating Formula : 35% of enchantment skill plus 50% of summoning skill | + | |
Rating Minimum : 50 | Rating Minimum : 50 | ||
Rating Maximum : 800 | Rating Maximum : 800 | ||
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Spell Type : enchantment | Spell Type : enchantment | ||
Knowledge Requirement : have at least 50 points among [[spirit lore]] skill and | Knowledge Requirement : have at least 50 points among [[spirit lore]] skill and | ||
- | [[animal lore]] skill, [[armour adaptation]] skill of 10 or higher, and | + | [[animal lore]] skill, armour adaptation skill of 10 or higher, and |
[[swamp fieldcraft]] skill of 20 or higher | [[swamp fieldcraft]] skill of 20 or higher | ||
Rating Formula : 75% of [[summoning]] skill plus 50% of [[enchantment]] skill plus 25% of | Rating Formula : 75% of [[summoning]] skill plus 50% of [[enchantment]] skill plus 25% of | ||
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Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 220 points among | Knowledge Requirement : have at least 220 points among | ||
- | [[underwater fieldcraft]] skill, [[spirit lore]] skill, | + | underwater fieldcraft skill, [[spirit lore]] skill, |
[[animal lore]] skill, and [[seamanship]] skill | [[animal lore]] skill, and [[seamanship]] skill | ||
Rating Formula : 30% of [[constitution]] plus 35% of [[enchantment]] | Rating Formula : 30% of [[constitution]] plus 35% of [[enchantment]] | ||
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Spell Type : enchantment | Spell Type : enchantment | ||
Knowledge Requirement : have at least 75 points among [[metaphysics]] skill, | Knowledge Requirement : have at least 75 points among [[metaphysics]] skill, | ||
- | [[shield]] skill, [[underwater fieldcraft]] skill, and | + | [[shield]] skill, underwater fieldcraft skill, and |
[[spirit lore]] skill | [[spirit lore]] skill | ||
- | Rating Formula : enchantment skill plus summoning skill plus | + | Rating Formula : [[enchantment]] skill plus [[summoning]] skill plus |
- | thaumaturgy skill plus shield skill plus aquaturgy skill | + | [[thaumaturgy]] skill plus [[shield]] skill plus [[aquaturgy]] skill |
Rating Minimum : 60 | Rating Minimum : 60 | ||
Rating Maximum : 900 | Rating Maximum : 900 | ||
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==Beluga Spirit== | ==Beluga Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 150 points among [[underwater fieldcraft]] skill, | + | Knowledge Requirement : have at least 150 points among underwater fieldcraft skill, |
[[arctic fieldcraft]] skill, [[spirit lore]] skill, and [[animal lore]] skill | [[arctic fieldcraft]] skill, [[spirit lore]] skill, and [[animal lore]] skill | ||
Rating Formula : 35% of [[swimming]] skill plus 50% of [[summoning]] skill plus 50% of [[aquaturgy]] skill | Rating Formula : 35% of [[swimming]] skill plus 50% of [[summoning]] skill plus 50% of [[aquaturgy]] skill | ||
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Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 140 points among 100% of [[animal lore]] skill, | Knowledge Requirement : have at least 140 points among 100% of [[animal lore]] skill, | ||
- | 100% of [[summoning]] skill, 100% of [[underwater fieldcraft]] skill, and | + | 100% of [[summoning]] skill, 100% of underwater fieldcraft skill, and |
30% of constitution | 30% of constitution | ||
Rating Formula : 30% of constitution plus 35% of [[invocation]] skill plus 25% of [[enchantment]] skill | Rating Formula : 30% of constitution plus 35% of [[invocation]] skill plus 25% of [[enchantment]] skill | ||
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Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, | ||
- | [[swimming]] skill, [[animal lore]] skill, and [[underwater fieldcraft]] skill | + | [[swimming]] skill, [[animal lore]] skill, and underwater fieldcraft skill |
Rating Formula : 100% of size plus 35% of [[summoning]] skill plus 50% of [[evocation]] skill | Rating Formula : 100% of size plus 35% of [[summoning]] skill plus 50% of [[evocation]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, | ||
- | and [[animal lore]] skill or [[underwater fieldcraft]] skill of 85 or higher | + | and [[animal lore]] skill or underwater fieldcraft skill of 85 or higher |
Rating Formula : 60% of charisma plus 50% of [[aquaturgy]] skill plus 50% of [[summoning]] skill | Rating Formula : 60% of charisma plus 50% of [[aquaturgy]] skill plus 50% of [[summoning]] skill | ||
Rating Minimum : 100 | Rating Minimum : 100 | ||
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Process to Cast Spell : concentrate on summoning the Cave Sponge Spirit upon <target> | Process to Cast Spell : concentrate on summoning the Cave Sponge Spirit upon <target> | ||
- | The cave sponge is a colonial creature known by very few on the surface world, for it inhabits the brackish waters found deep under the earth. There, it filters nutrients and | + | The cave sponge is a colonial creature known by very few on the surface world, for it inhabits the brackish waters found deep under the earth. There, it filters nutrients and |
- | sustenance from the waters, while removing the excess salt, which is used to build the structures inhabited by the colony. Subterranean races make extensive use of this latter | + | sustenance from the waters, while removing the excess salt, which is used to build the structures inhabited by the colony. Subterranean races make extensive use of this latter |
- | ability, since it leaves behind potable water while harnessing raw salt, which can be sold above ground for a profit. By invoking the Cave Sponge Spirit, the caster is able to tap | + | ability, since it leaves behind potable water while harnessing raw salt, which can be sold above ground for a profit. By invoking the Cave Sponge Spirit, the caster is able to tap |
- | into that salt reserve, and expel it towards a target. | + | into that salt reserve, and expel it towards a target. |
==Cleansing Waters== | ==Cleansing Waters== | ||
Spell Type : utility | Spell Type : utility | ||
- | Knowledge Requirement : have at least 120 points among [[diagnosis]] skill, [[biology]] skill, [[metaphysics]] skill, and [[swimming]] skill | + | Knowledge Requirement : have at least 120 points among [[diagnosis]] skill, [[biology]] skill, [[metaphysics]] skill, |
- | Rating Formula : 30% of charisma plus 100% of [[first aid]] skill plus 35% of [[hydromancy]] skill plus 50% of [[anatomy]] skill | + | and [[swimming]] skill |
+ | Rating Formula : 30% of charisma plus 100% of [[first aid]] skill plus 35% of [[hydromancy]] skill plus 50% of | ||
+ | [[anatomy]] skill | ||
Rating Minimum : 100 | Rating Minimum : 100 | ||
Rating Maximum : 800 | Rating Maximum : 800 | ||
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==Clownfish Spirit== | ==Clownfish Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 110 points among [[spirit lore]] skill, [[underwater fieldcraft]] skill, and [[animal lore]] skill | + | Knowledge Requirement : have at least 110 points among [[spirit lore]] skill, underwater fieldcraft skill, |
+ | and [[animal lore]] skill | ||
Rating Formula : 30% of [[summoning]] skill plus 1% of [[hardiness]] skill plus 50% of [[aquaturgy]] skill | Rating Formula : 30% of [[summoning]] skill plus 1% of [[hardiness]] skill plus 50% of [[aquaturgy]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : concentrate on summoning the Clownfish Spirit | Process to Cast Spell : concentrate on summoning the Clownfish Spirit | ||
- | The Clownfish Spirit is a seemingly innocuos fish, with nothing particularly special about it. It's not particularly bright or showy, neither | + | The Clownfish Spirit is a seemingly innocuos fish, with nothing particularly special about it. It's not particularly bright or showy, neither |
- | is it dull and camouflaged. It doesn't travel great distances, it doesn't launch anything at its prey, it doesn't actively do anything that | + | is it dull and camouflaged. It doesn't travel great distances, it doesn't launch anything at its prey, it doesn't actively do anything that |
- | sets it apart from any other fish. It stays close to the reefs and anemones that serve as its home. Therein lies the Spirit's true power. | + | sets it apart from any other fish. It stays close to the reefs and anemones that serve as its home. Therein lies the Spirit's true power. |
- | The Anemone is a very toxic creature, yet the Clownfish easily stays among the stinging tentacles, unscathed. Though it lacks any flashy, | + | The Anemone is a very toxic creature, yet the Clownfish easily stays among the stinging tentacles, unscathed. Though it lacks any flashy, |
- | active abilities, it has a passive ability in the form of resistance to poison. When a member of the Order invokes the Clownfish Spirit, they | + | active abilities, it has a passive ability in the form of resistance to poison. When a member of the Order invokes the Clownfish Spirit, they |
- | too are made highly resistant to poison. | + | too are made highly resistant to poison. |
==Collect Water== | ==Collect Water== | ||
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==Dark Water== | ==Dark Water== | ||
Spell Type : elemental | Spell Type : elemental | ||
- | Knowledge Requirement : have at least 100 points among [[arcane lore]] skill, [[metaphysics]] skill, and [[legend lore]] skill or complete the Destruction of the Three | + | Knowledge Requirement : have at least 100 points among [[arcane lore]] skill, [[metaphysics]] skill, |
+ | and [[legend lore]] skill or complete the Destruction of the Three | ||
Rating Formula : 75% of [[aquaturgy]] skill plus 100% of [[evocation]] skill plus 25% of [[thanaturgy]] skill | Rating Formula : 75% of [[aquaturgy]] skill plus 100% of [[evocation]] skill plus 25% of [[thanaturgy]] skill | ||
Rating : 471.45 | Rating : 471.45 | ||
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Process to Cast Spell : visualize dark water enveloping <target> | Process to Cast Spell : visualize dark water enveloping <target> | ||
- | The fouled water that rings the continent of Esartur has come to be known as dark water. It is known not only for the sickness and disease | + | The fouled water that rings the continent of Esartur has come to be known as dark water. It is known not only for the sickness and disease |
- | that it spreads with its filth, but also for its ability to cling to -anything that passes through it, slowly leeching away the very life of | + | that it spreads with its filth, but also for its ability to cling to -anything that passes through it, slowly leeching away the very life of |
- | whatever comes into contact with it. Some say that the dark water is sentient, and actively seeks to destroy; others see it as a byproduct of | + | whatever comes into contact with it. Some say that the dark water is sentient, and actively seeks to destroy; others see it as a byproduct of |
- | the evil festering on Esartur. Whichever case may be more correct, the dark water is a vile substance. This spell calls forth that sickening | + | the evil festering on Esartur. Whichever case may be more correct, the dark water is a vile substance. This spell calls forth that sickening |
- | subtsance to attack a single foe. | + | subtsance to attack a single foe. |
==Eel's Touch== | ==Eel's Touch== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 100 points among [[underwater | + | Knowledge Requirement : have at least 100 points among underwater |
- | fieldcraft]] skill, [[summoning]] skill, and [[animal lore]] skill | + | fieldcraft skill, [[summoning]] skill, and [[animal lore]] skill |
Rating Formula : 35% of [[swimming]] skill plus 50% of [[invocation]] | Rating Formula : 35% of [[swimming]] skill plus 50% of [[invocation]] | ||
skill plus 50% of [[aquaturgy]] skill | skill plus 50% of [[aquaturgy]] skill | ||
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sea. This spell harnesses the light producing capabilities of that tiny fish, | sea. This spell harnesses the light producing capabilities of that tiny fish, | ||
causing the target to glow slightly from within. | causing the target to glow slightly from within. | ||
+ | |||
+ | ==Goose Spirit== | ||
+ | Spell Type : enchantment | ||
+ | Knowledge Requirement : have at least 50 points among [[spirit lore]] skill and [[animal lore]] skill, | ||
+ | [[legend lore]] skill of 50 or higher, and [[metaphysics]] skill of 20 or higher | ||
+ | Rating Formula : 75% of [[summoning]] skill plus 50% of [[enchantment]] skill plus 25% of [[aquaturgy]] | ||
+ | Rating : 326.5 | ||
+ | Rating Minimum : 20 | ||
+ | Rating Maximum : 800 | ||
+ | Base Energy Costs : one hundred ten points of spiritual energy and | ||
+ | eighty points of elemental water energy | ||
+ | Process to Cast Spell : concentrate on summoning the Goose Spirit | ||
+ | |||
+ | The Goose Spirit is a humble sort, reknown more in small folk tales than | ||
+ | in academic circles of summoners and spiritualists. The boons of the Goose | ||
+ | Spirit are not typically what is sought after by those seeking knowledge of | ||
+ | the spiritual world, for the Goose deals more with safety, returning home, and | ||
+ | the domestic life. In the case of Ordo Undine Proeliatori and their nomadic | ||
+ | guild, the Goose Spirit's boon takes the form of safe transport to the guild's | ||
+ | home, which is wherever the guildmaster happens to be. | ||
+ | |||
+ | ==Ibis Spirit== | ||
+ | Spell Type : enchantment | ||
+ | Knowledge Requirement : have at least 80 points among [[metaphysics]] skill and [[legend lore]] skill or | ||
+ | [[magick affinity]] skill of 20 or higher | ||
+ | Rating Formula : 50% of [[summoning]] plus 75% of [[enchantment]] | ||
+ | Rating : 270.75 | ||
+ | Rating Minimum : 200 | ||
+ | Rating Maximum : 800 | ||
+ | Base Energy Costs : seventy-five points of spiritual energy and | ||
+ | forty-five points of elemental water energy | ||
+ | Process to Cast Spell : concentrate on summoning the Ibis Spirit into | ||
+ | <target> | ||
+ | |||
+ | This ibis is a larger shorelands bird that holds a special connection to | ||
+ | several of the gods of Akalahai. Legends hold that the bird serves as a | ||
+ | mystical gateway and is a purveyor of sacred magickal knowledge. The Ibis | ||
+ | Spirit has long been invoked to provide magickal protection, or to carry | ||
+ | messages to the gods. When summoned, the Spirit endows a specified target | ||
+ | with heightened magickal abilities, making the recipient slightly more in | ||
+ | touch with the world around them on a spiritual level. | ||
+ | |||
+ | Note: Heightened magickal abilities pretty much means [[Metaphysics]]. | ||
==Jellyfish Spirit== | ==Jellyfish Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 225 points among [[summoning]] skill, | Knowledge Requirement : have at least 225 points among [[summoning]] skill, | ||
- | [[poison lore]] skill, [[animal lore]] skill, [[swimming]] skill, and [[underwater | + | [[poison lore]] skill, [[animal lore]] skill, [[swimming]] skill, and underwater |
- | fieldcraft]] skill | + | fieldcraft skill |
Rating Formula : 30% of charisma plus 35% of [[invocation]] skill | Rating Formula : 30% of charisma plus 35% of [[invocation]] skill | ||
plus 50% of [[evocation]] skill | plus 50% of [[evocation]] skill | ||
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Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 240 points among [[spirit lore]] skill, [[legend lore]] skill, and [[animal lore]] skill and have at least 80 quest points | + | Knowledge Requirement : have at least 240 points among [[spirit lore]] skill, [[legend lore]] skill, |
+ | and [[animal lore]] skill and have at least 80 quest points | ||
Rating Formula : 30% of charisma plus 100% of [[summoning]] skill plus 50% of [[imagination]] skill | Rating Formula : 30% of charisma plus 100% of [[summoning]] skill plus 50% of [[imagination]] skill | ||
Rating Minimum : 260 | Rating Minimum : 260 | ||
Rating Maximum : 1075 | Rating Maximum : 1075 | ||
- | Base Energy Costs : one hundred twenty-five points of spiritual energy and one hundred fifty-five points of elemental water energy | + | Base Energy Costs : one hundred twenty-five points of spiritual energy and one hundred fifty-five |
+ | points of elemental water energy | ||
Process to Cast Spell : concentrate on summoning the Kraken Spirit upon <target> | Process to Cast Spell : concentrate on summoning the Kraken Spirit upon <target> | ||
- | This spell creates a metaphysical version of the legendary Kraken, summoning it to the caster's side and unleashing its crushing tentacles upon a foe. The process is slow, but | + | This spell creates a metaphysical version of the legendary Kraken, summoning it to the caster's side and unleashing its crushing tentacles upon a foe. The process is slow, but |
- | once a kraken latches onto an object, whether of foe or a boat on the open sea, few things are going to withstand the crushing pressures. | + | once a kraken latches onto an object, whether of foe or a boat on the open sea, few things are going to withstand the crushing pressures. |
==Lamprey Spirit== | ==Lamprey Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 80 points among [[underwater fieldcraft]] skill, [[spirit lore]] skill, and [[animal lore]] skill | + | Knowledge Requirement : have at least 80 points among underwater fieldcraft skill, [[spirit lore]] skill, and [[animal lore]] skill |
Rating Formula : 35% of [[swimming]] skill plus 50% of [[summoning]] skill plus 50% of [[aquaturgy]] skill | Rating Formula : 35% of [[swimming]] skill plus 50% of [[summoning]] skill plus 50% of [[aquaturgy]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : concentrate on summoning the Lamprey Spirit upon <target> | Process to Cast Spell : concentrate on summoning the Lamprey Spirit upon <target> | ||
- | The lamprey is a very subtle creature. It is able to latch onto a larger creature unnoticed and draw nutrients directly from the host. It can also slip away after feeding, leaving behind only a small mark upon the host's flesh. By summoning the | + | The lamprey is a very subtle creature. It is able to latch onto a larger creature unnoticed and draw nutrients directly from the host. It can also slip away after feeding, leaving behind only a small mark upon the host's flesh. By summoning the |
- | Lamprey Spirit against a certain target, the caster becomes the lamprey and the target becomes the host, transferring nutrients directly from the host to the caster. Initially, this is very subtle, and may not even be noticeable, but repeated | + | Lamprey Spirit against a certain target, the caster becomes the lamprey and the target becomes the host, transferring nutrients directly from the host to the caster. Initially, this is very subtle, and may not even be noticeable, but repeated |
- | uses can gorge the caster and deplete the host to the point where the host cannot support the feeding any longer. As a result, if the caster is caught, the host may not much less appreciative of losing large amounts of nutrients than if the | + | uses can gorge the caster and deplete the host to the point where the host cannot support the feeding any longer. As a result, if the caster is caught, the host may not much less appreciative of losing large amounts of nutrients than if the |
- | caster had chosen to leech a small amount of nutrients from a variety of hosts. Subtlety keeps the Lamprey alive, while greed gets it killed by the host. | + | caster had chosen to leech a small amount of nutrients from a variety of hosts. Subtlety keeps the Lamprey alive, while greed gets it killed by the host. |
==Lungfish Spirit== | ==Lungfish Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, and [[animal lore]] skill or [[swimming]] skill of 200 or higher | + | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, and [[animal lore]] skill |
- | Rating Formula : 60% of charisma plus 100% of [[Delphin]] skill plus 50% of [[discipline]] skill plus 50% of [[summoning]] skill | + | or [[swimming]] skill of 200 or higher |
+ | Rating Formula : 60% of charisma plus 100% of Delphin skill plus 50% of [[discipline]] skill plus 50% of [[summoning]] skill | ||
Rating Minimum : 100 | Rating Minimum : 100 | ||
Rating Maximum : 600 | Rating Maximum : 600 | ||
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Process to Cast Spell : concentrate on summoning the Lungfish Spirit | Process to Cast Spell : concentrate on summoning the Lungfish Spirit | ||
- | This spell calls upon a portion of the Lungfish Spirit to bestow its gifts upon the caster's friends. The lungfish is known for its ability to breathe air for short periods of time, and then switch back to breathing water when needed. This | + | This spell calls upon a portion of the Lungfish Spirit to bestow its gifts upon the caster's friends. The lungfish is known for its ability to breathe air for short periods of time, and then switch back to breathing water when needed. This |
- | ability is conferred and tailored to each specific ally in the caster's vicinity. Ally's with lungs will develop aqualungs, friend with gills will grow aerogills, and is no further alterations are required of the caster's associates, then no | + | ability is conferred and tailored to each specific ally in the caster's vicinity. Ally's with lungs will develop aqualungs, friend with gills will grow aerogills, and is no further alterations are required of the caster's associates, then no |
- | change will take place. | + | change will take place. |
==Magick Bolt== | ==Magick Bolt== | ||
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provided as to what kind of slime creature can be summoned. Additionally, no | provided as to what kind of slime creature can be summoned. Additionally, no | ||
control is given to the summoner over these creatures. They, more or less, | control is given to the summoner over these creatures. They, more or less, | ||
- | show up in a plop and sit there being a slimy thing. | + | show up in a plop and sit there being a slimy thing. |
- | + | ||
+ | Summons Acid/Alkali blobs, puddings, shambling mounds, snots, slimes, oozes, gelatinous cubes, and jellies | ||
+ | |||
+ | ==Mollusk Spirit== | ||
+ | Spell Type : animistic | ||
+ | Knowledge Requirement : have at least 150 points among [[spirit lore]], [[legend lore]], and [[animal lore]] | ||
+ | Rating Formula : 65% of underwater fieldcraft plus 65% of [[imagination]] plus 75% of [[summoning]] | ||
+ | Rating : 354.15 | ||
+ | Rating Minimum : 150 | ||
+ | Rating Maximum : 1000 | ||
+ | Base Energy Costs : fifty-five points of spiritual energy and | ||
+ | forty-five points of elemental water energy | ||
+ | Process to Cast Spell : imagine the slime of the Mollusk spirit upon | ||
+ | <target> | ||
+ | |||
+ | The term mollusk is used to describe a wide number of beasts across the | ||
+ | world, but there is actually one beast that embodies the actual name of | ||
+ | Mollusk. It is an ancient animal, mentioned scarcely in legends of the seas, | ||
+ | and no two tales of it are ever the same. What is agreed upon by all recounts | ||
+ | of the beast is that it is larger than a human, has a large shell upon its | ||
+ | back, and leaves a slimy trail in its wake across any solid surface. Some | ||
+ | tales give it long tentacles, other say it can breathe out immense gouts of | ||
+ | water, and others claim that it is immune to damage while in the water. One | ||
+ | thing is for certain, though--do not anger the | ||
+ | mollusk, for there are very few | ||
+ | places that it cannot follow its victims. This invocation of the Mollusk | ||
+ | confers upon the caster the ability to launch slime at an opponent. This | ||
+ | slime has a tendency to stick to its victim. | ||
==Mollusk Trail== | ==Mollusk Trail== | ||
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==Mooli Muli Bird== | ==Mooli Muli Bird== | ||
- | Spell Type : animistic | + | Spell Type : animistic |
- | Knowledge Requirement : have at least 110 points among [[awareness]] skill, [[spirit lore]] skill, and [[shorelands fieldcraft]] skill | + | Knowledge Requirement : have at least 110 points among [[awareness]] skill, [[spirit lore]] skill, |
- | Rating Formula : 30% of [[summoning]] skill plus 35% of [[enchantment]] skill plus 100% of [[somatesthesia]] skill plus 50% of [[centering]] skill | + | and [[shorelands fieldcraft]] skill |
- | Rating : 377.15 | + | Rating Formula : 30% of [[summoning]] skill plus 35% of [[enchantment]] skill plus 100% of [[somatesthesia]] skill plus |
- | Rating Minimum : 95 | + | 50% of [[centering]] skill |
- | Rating Maximum : 800 | + | Rating : 377.15 |
- | Base Energy Costs : fifty-five points of spiritual energy and fifteen points of elemental water energy | + | Rating Minimum : 95 |
- | Process to Cast Spell : concentrate on summoning the Mooli Muli Spirit for <target> | + | Rating Maximum : 800 |
+ | Base Energy Costs : fifty-five points of spiritual energy and fifteen points of elemental water energy | ||
+ | Process to Cast Spell : concentrate on summoning the Mooli Muli Spirit for <target> | ||
This spell is more of an adaptation than anything else, and stems from the nature of the tidal regions. As the water ebbs and flows, there is a constant draw towards the land, and then | This spell is more of an adaptation than anything else, and stems from the nature of the tidal regions. As the water ebbs and flows, there is a constant draw towards the land, and then | ||
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that is accustomed to such motion, since it spends the majority of its time wading in the coastal shallows searching for food. Summoning the Mooli Muli bird can impart upon the caster some | that is accustomed to such motion, since it spends the majority of its time wading in the coastal shallows searching for food. Summoning the Mooli Muli bird can impart upon the caster some | ||
of the spirit's steadiness, balance amd footing. | of the spirit's steadiness, balance amd footing. | ||
+ | |||
+ | ==Nautilus Spirit== | ||
+ | |||
+ | Spell Type : animistic | ||
+ | Knowledge Requirement : have at least 190 points among [[spirit lore]] skill, [[legend lore]] | ||
+ | skill, and [[animal lore]] skill or [[mathematics]] skill of 25 or higher | ||
+ | Rating Formula : 60% of charisma plus 25% of [[swimming]] skill plus 50% of [[discipline]] skill | ||
+ | plus 50% of [[summoning]] skill | ||
+ | Rating : 303.35 | ||
+ | Rating Minimum : 100 | ||
+ | Rating Maximum : 600 | ||
+ | Base Energy Costs : fifty points of spiritual energy and fifty | ||
+ | points of elemental water energy | ||
+ | Process to Cast Spell : concentrate on summoning the Nautilus Spirit | ||
+ | into <target> | ||
+ | |||
+ | The Nautilus Spirit is hailed among the more ordered of summoners across | ||
+ | the planes. The numeric ratio of the design of the Nautilus's shell is in | ||
+ | direct proportion the numerical and mathematical theories that uphold a large | ||
+ | portion of the doctrines of law, order, and mathematics. When summoned, the | ||
+ | Nautilus Spirit imposes this ratio upon the target, imbuing them with a minor | ||
+ | portion of all things orderly. | ||
==Navigator's Eye== | ==Navigator's Eye== | ||
Spell Type : utility | Spell Type : utility | ||
- | Knowledge Requirement : have at least 40 points among [[navigation]] skill and [[seamanship]] skill or have at least 40 points among [[orienteering]] skill and [[cartography]] skill | + | Knowledge Requirement : have at least 40 points among [[navigation]] skill and [[seamanship]] skill or have |
+ | at least 40 points among [[orienteering]] skill and [[cartography]] skill | ||
Rating Formula : 30% of perception plus 30% of intelligence | Rating Formula : 30% of perception plus 30% of intelligence | ||
Rating Minimum : 15 | Rating Minimum : 15 | ||
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==Oyster Harvest== | ==Oyster Harvest== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 350 points among [[spirit lore]] skill, [[gem lore]] skill, [[empathy]] skill, [[underwater fieldcraft]] skill, and [[animal lore]] skill and have at least 85 quest | + | Knowledge Requirement : have at least 350 points among [[spirit lore]] skill, [[gem lore]] skill, [[empathy]] skill, |
+ | underwater fieldcraft skill, and [[animal lore]] skill and have at least 85 quest | ||
points | points | ||
Rating Formula : 30% of charisma plus 35% of [[enchantment]] skill plus 100% of [[conjuration]] skill | Rating Formula : 30% of charisma plus 35% of [[enchantment]] skill plus 100% of [[conjuration]] skill | ||
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Rating Minimum : 200 | Rating Minimum : 200 | ||
Rating Maximum : 800 | Rating Maximum : 800 | ||
- | Base Energy Costs : two hundred twenty-five points of spiritual energy, seventy-five points of endurance, and twenty-five points of elemental water energy | + | Base Energy Costs : two hundred twenty-five points of spiritual energy, seventy-five points of endurance, |
+ | and twenty-five points of elemental water energy | ||
Process to Cast Spell : feel an irritation deep within me | Process to Cast Spell : feel an irritation deep within me | ||
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==Polar Bear Spirit== | ==Polar Bear Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[swimming]] skill, [[animal lore]] skill, and [[arctic fieldcraft]] skill | + | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[swimming]] skill, [[animal lore]] skill, |
- | Rating Formula : 30% of charisma plus 35% of [[summoning]] skill plus 50% of [[aquaturgy]] skill plus 50% of [[brawling]] skill plus 35% of [[evocation]] skill | + | and [[arctic fieldcraft]] skill |
+ | Rating Formula : 30% of charisma plus 35% of [[summoning]] skill plus 50% of [[aquaturgy]] skill | ||
+ | plus 50% of [[brawling]] skill plus 35% of [[evocation]] skill | ||
Rating Minimum : 200 | Rating Minimum : 200 | ||
Rating Maximum : 800 | Rating Maximum : 800 | ||
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==Rainbow Mist== | ==Rainbow Mist== | ||
- | |||
Spell Type : elemental | Spell Type : elemental | ||
Knowledge Requirement : have at least 110 points among [[metaphysics]] skill and [[physics]] skill or intelligence of 160 or higher | Knowledge Requirement : have at least 110 points among [[metaphysics]] skill and [[physics]] skill or intelligence of 160 or higher | ||
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Spell Type : elemental | Spell Type : elemental | ||
Knowledge Requirement : have at least 150 points among [[metaphysics]] | Knowledge Requirement : have at least 150 points among [[metaphysics]] | ||
- | skill, [[shorelands fieldcraft]] skill, [[underwater fieldcraft]] skill, and | + | skill, [[shorelands fieldcraft]] skill, underwater fieldcraft skill, and |
[[swimming]] skill | [[swimming]] skill | ||
Rating Formula : 50% of [[aquaturgy]] skill plus 50% of [[evocation]] | Rating Formula : 50% of [[aquaturgy]] skill plus 50% of [[evocation]] | ||
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==Salamander Spirit== | ==Salamander Spirit== | ||
- | Spell Type : animistic | + | Spell Type : animistic |
- | Knowledge Requirement : have at least 110 points among [[spirit lore]] skill, [[swamp fieldcraft]] skill, and [[metaphysics]] skill | + | Knowledge Requirement : have at least 110 points among [[spirit lore]] skill, [[swamp fieldcraft]] skill, and [[metaphysics]] skill |
- | Rating Formula : 30% of [[summoning ]]skill plus 1% of [[water affinity]] skill plus 50% of [[aquaturgy]] skill | + | Rating Formula : 30% of [[summoning ]]skill plus 1% of [[water affinity]] skill plus 50% of [[aquaturgy]] skill |
- | Rating : 344.95 | + | Rating : 344.95 |
- | Rating Minimum : 50 | + | Rating Minimum : 50 |
- | Rating Maximum : 800 | + | Rating Maximum : 800 |
- | Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy | + | Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy |
- | Process to Cast Spell : concentrate on summoning the Salamander Spirit | + | Process to Cast Spell : concentrate on summoning the Salamander Spirit |
The Salamander Spirit is the subject of many tales that overly exaggerate its abilities. Many mortals have started a fire in a hearth, and witnessed a small salamander emerge from the | The Salamander Spirit is the subject of many tales that overly exaggerate its abilities. Many mortals have started a fire in a hearth, and witnessed a small salamander emerge from the | ||
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==Shape Water Elemental== | ==Shape Water Elemental== | ||
- | Spell Type : animistic | + | Spell Type : animistic |
- | Knowledge Requirement : have at least 100 points among 50% of [[summoning]] skill and 100% of [[metaphysics]] skill and have at least 100 quest points | + | Knowledge Requirement : have at least 100 points among 50% of [[summoning]] skill and 100% of [[metaphysics]] skill |
- | Rating Formula : 50% of [[aquaturgy]] skill plus 50% of [[enchantment]] skill plus 50% of [[conjuration]] skill | + | and have at least 100 quest points |
- | Rating : 415.7 | + | Rating Formula : 50% of [[aquaturgy]] skill plus 50% of [[enchantment]] skill plus 50% of [[conjuration]] skill |
- | Rating Minimum : 80 | + | Rating : 415.7 |
- | Rating Maximum : 1110 | + | Rating Minimum : 80 |
- | Base Energy Costs : fifty-five points of spiritual energy and fifty-five points of elemental water energy | + | Rating Maximum : 1110 |
- | Process to Cast Spell : visualize a mass of water taking the shape of <creature> | + | Base Energy Costs : fifty-five points of spiritual energy and fifty-five points of elemental water energy |
+ | Process to Cast Spell : visualize a mass of water taking the shape of <creature> | ||
- | The creature types into which one can shape a water elemental, and the rating and energy requirements thereof, are as follows: | + | The creature types into which one can shape a water elemental, and the rating and energy requirements thereof, are as follows: |
- | + | ||
- | Spirit | + | |
- | Rating Requirement: 100 | + | |
- | Ray | + | |
- | Rating Requirement: 110 | + | Ray Horse |
+ | Rating Requirement: 100 Rating Requirement: 230 | ||
- | Seal | + | Snake Jellyfish |
- | Rating Requirement: 120 | + | Rating Requirement: 110 Rating Requirement: 260 |
+ | |||
+ | Seal Elephant | ||
+ | Rating Requirement: 120 Rating Requirement: 290 | ||
- | Sprite | + | Sprite Crocodile |
- | Rating Requirement: 130 | + | Rating Requirement: 130 Rating Requirement: 320 |
- | Squid | + | Frog Octopus |
- | Rating Requirement: 150 | + | Rating Requirement: 150 Rating Requirement: 350 |
- | Frog | + | Penguin Squid |
- | Rating Requirement: 170 | + | Rating Requirement: 170 Rating Requirement: 390 |
- | Jellyfish | + | Pig Shark |
- | Rating Requirement: 190 | + | Rating Requirement: 190 Rating Requirement: 430 |
- | Elemental | + | Turtle Hydra |
+ | Rating Requirement: 210 Rating Requirement: 470 | ||
- | Rating Requirement: 210 | + | --------------------------------------------------------------------------------- |
- | + | I-N-S-O-M-N-I-A-C-----W-A-S-----H-E-R-E | |
- | Elephant | + | --------------------------------------------------------------------------------- |
- | Rating Requirement: 230 | + | Wyvern Hell Moose |
- | + | Rating Requirement: 510 Rating Requirement: 666 | |
- | Crocodile | + | |
- | Rating Requirement: 260 | + | |
- | + | ||
- | Horse | + | |
- | Rating Requirement: 290 | + | |
- | + | ||
- | Penguin | + | |
- | Rating Requirement: 320 | + | |
- | + | ||
- | Pig | + | |
- | Rating Requirement: 350 | + | |
- | + | ||
- | Turtle | + | |
- | Rating Requirement: 390 | + | |
- | + | ||
- | Snake | + | |
- | Rating Requirement: 430 | + | |
- | + | ||
- | Octopus | + | |
- | Rating Requirement: 470 | + | |
- | + | ||
- | Shark | + | |
- | Rating Requirement: 510 | + | |
- | + | ||
- | Hydra | + | |
- | Rating Requirement: 550 | + | |
Nyad | Nyad | ||
- | Rating Requirement: 590 | + | Rating Requirement: 590 |
Nymph | Nymph | ||
- | + | Rating Requirement: 620 | |
- | Rating Requirement: 620 | + | |
- | + | ||
- | Wyvern | + | |
- | Rating Requirement: 640 | + | |
==Shark Bite== | ==Shark Bite== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 75 points among 55% of [[animal lore]] skill, 100% of [[summoning]] skill, 75% of [[killer instinct]] skill, and 50% of [[swimming]] skill | + | Knowledge Requirement : have at least 75 points among 55% of [[animal lore]] skill, 100% of [[summoning]] skill, |
+ | 75% of [[killer instinct]] skill, and 50% of [[swimming]] skill | ||
Rating Formula : 35% of [[invocation]] skill plus 50% of [[killer instinct]] skill plus 50% of [[tracking]] skill | Rating Formula : 35% of [[invocation]] skill plus 50% of [[killer instinct]] skill plus 50% of [[tracking]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Calling upon the spiritual aspect of the shark, this spell summons forth a shark spirit to bite a single target. Due to the spiritual and animistic nature of the spell, few others will see the spiritual shark, but will definitely notice the caster's elemental water responding to the presence of the shark spirit. | Calling upon the spiritual aspect of the shark, this spell summons forth a shark spirit to bite a single target. Due to the spiritual and animistic nature of the spell, few others will see the spiritual shark, but will definitely notice the caster's elemental water responding to the presence of the shark spirit. | ||
- | + | ||
==Siren's Song== | ==Siren's Song== | ||
- | |||
Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 220 points among [[spirit lore]] skill, [[swimming]]skill, [[legend lore]] skill, and [[seamanship]] skill | Knowledge Requirement : have at least 220 points among [[spirit lore]] skill, [[swimming]]skill, [[legend lore]] skill, and [[seamanship]] skill | ||
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==Sonar Echo== | ==Sonar Echo== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, and [[animal lore]] skill or [[Delphin]] skill of 65 or higher | + | Knowledge Requirement : have at least 150 points among [[spirit lore]] skill, [[legend lore]] skill, and [[animal lore]] skill |
- | Rating Formula : 60% of charisma plus 100% of [[Delphin]] skill plus 50% of [[discipline]] skill plus 50% of [[summoning]] skill | + | or Delphin skill of 65 or higher |
+ | Rating Formula : 60% of charisma plus 100% of Delphin skill plus 50% of [[discipline]] skill plus 50% of [[summoning]] skill | ||
Rating Minimum : 100 | Rating Minimum : 100 | ||
Rating Maximum : 600 | Rating Maximum : 600 | ||
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Process to Cast Spell : concentrate on summoning the Dolphin Spirit into <target> | Process to Cast Spell : concentrate on summoning the Dolphin Spirit into <target> | ||
- | This spell calls upon a portion of the Dolphin Spirit, the portion that allows the dolphin to navigate through even the murkiest waters with ease. Once the spirit enters the | + | This spell calls upon a portion of the Dolphin Spirit, the portion that allows the dolphin to navigate through even the murkiest waters with ease. Once the spirit enters the |
- | caster's body, many subtle changes take place. The most noticeable is the ease of which sie can navigate through hir surroundings. This is possible due to a modification of both | + | caster's body, many subtle changes take place. The most noticeable is the ease of which sie can navigate through hir surroundings. This is possible due to a modification of both |
- | the vocal aparatus and the hearing mechanisms. The vocal aparatus constantly emits a very low frequency, and the hearing mechanism is altered to be attuned to just that frequency. | + | the vocal aparatus and the hearing mechanisms. The vocal aparatus constantly emits a very low frequency, and the hearing mechanism is altered to be attuned to just that frequency. |
- | As sound waves bounce off of objects in the caster's surroundings, sie is able to 'hear' where they are. This is also an aid to many other maneuvers, such as allowing the caster | + | As sound waves bounce off of objects in the caster's surroundings, sie is able to 'hear' where they are. This is also an aid to many other maneuvers, such as allowing the caster |
- | to detect the small nooks and crannies that make a visually smooth wall much more climbable. Due to the necessity of this specialized frequency, the caster is unable to make any | + | to detect the small nooks and crannies that make a visually smooth wall much more climbable. Due to the necessity of this specialized frequency, the caster is unable to make any |
- | other sounds, nor is sie able to hear anything but the signal sie emits. As can be expected by such changes, the caster becomes incredibly sensitive to vibrations, especially | + | other sounds, nor is sie able to hear anything but the signal sie emits. As can be expected by such changes, the caster becomes incredibly sensitive to vibrations, especially |
- | those caused by sounds. Due to the capricious nature of the Dolphin Spirit, neither the boons nor disadvantages of this gift last very long, as the waves call the Dolphin Spirit | + | those caused by sounds. Due to the capricious nature of the Dolphin Spirit, neither the boons nor disadvantages of this gift last very long, as the waves call the Dolphin Spirit |
- | to play once again. | + | to play once again. |
==Soothing Sounds== | ==Soothing Sounds== | ||
Spell Type : basic | Spell Type : basic | ||
- | Knowledge Requirement : have at least 120 points among [[metaphysics]] skill, [[diplomacy]] skill, [[empathy]] skill, and [[legend lore]] skill | + | Knowledge Requirement : have at least 120 points among [[metaphysics]] skill, [[diplomacy]] skill, [[empathy]] skill, |
+ | and [[legend lore]] skill | ||
Rating Formula : 30% of charisma plus 35% of [[empathy]] skill plus 50% of [[aquaturgy]] skill | Rating Formula : 30% of charisma plus 35% of [[empathy]] skill plus 50% of [[aquaturgy]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : visualize a small stream trickling by | Process to Cast Spell : visualize a small stream trickling by | ||
- | The sound of running water is known far and wide to provide a calming effect to those near it. This spell amplifies that effect, causing such a calm serenity that all aggression in the immediate area stops. | + | The sound of running water is known far and wide to provide a calming effect to those near it. This spell amplifies that effect, causing such a calm serenity that all aggression in the immediate area stops. |
==Splash== | ==Splash== | ||
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Process to Cast Spell : concentrate on condensing a sphere of water | Process to Cast Spell : concentrate on condensing a sphere of water | ||
- | This spell conjures forth a spherical mass of water, and attempts to compress it down to a much small volume, which in turn increases the pressure of the water. The | + | This spell conjures forth a spherical mass of water, and attempts to compress it down to a much small volume, which in turn increases the pressure of the water. The |
- | pressurized water, once the force pressurizing it is released, ruptures outwards in all directions, splashing everyone in the general vicinity of the caster. While most creatures | + | pressurized water, once the force pressurizing it is released, ruptures outwards in all directions, splashing everyone in the general vicinity of the caster. While most creatures |
- | will not be horribly damaged by getting splashed by water, and will just be annoyed by the situation, it may irritate some enough to warrant attacking the caster. Beings of fire | + | will not be horribly damaged by getting splashed by water, and will just be annoyed by the situation, it may irritate some enough to warrant attacking the caster. Beings of fire |
- | may not fare so well when doused with such a volume of water. | + | may not fare so well when doused with such a volume of water. |
==Squid's Ink== | ==Squid's Ink== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 50 points among [[underwater | + | Knowledge Requirement : have at least 50 points among underwater |
- | fieldcraft]] skill, [[summoning]] skill, and [[animal lore]] skill | + | fieldcraft skill, [[summoning]] skill, and [[animal lore]] skill |
Rating Formula : 50% of [[aquaturgy]] skill plus 100% of [[imagination]] | Rating Formula : 50% of [[aquaturgy]] skill plus 100% of [[imagination]] | ||
skill plus 50% of [[invocation]] skill | skill plus 50% of [[invocation]] skill | ||
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==Squidshrimp Spirit== | ==Squidshrimp Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 190 points among spirit lore | + | Knowledge Requirement : have at least 190 points among [[spirit lore]] |
- | skill, legend lore skill, and animal lore skill or insect lore skill of 25 | + | skill, [[legend lore]] skill, and [[animal lore]] skill or [[insect lore]] skill of 25 |
or higher | or higher | ||
- | Rating Formula : 60% of charisma plus 25% of swimming skill plus | + | Rating Formula : 60% of charisma plus 25% of [[swimming]] skill plus |
- | 50% of imagination skill plus 50% of summoning skill | + | 50% of [[imagination]] skill plus 50% of [[summoning]] skill |
Rating : 234 | Rating : 234 | ||
Rating Minimum : 100 | Rating Minimum : 100 | ||
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==Starfish Spirit== | ==Starfish Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 190 points among [[underwater | + | Knowledge Requirement : have at least 190 points among underwater |
- | fieldcraft]] skill, [[summoning]] skill, and [[animal lore]] skill | + | fieldcraft skill, [[summoning]] skill, and [[animal lore]] skill |
Rating Formula : 50% of constitution plus 50% of [[enchantment]] | Rating Formula : 50% of constitution plus 50% of [[enchantment]] | ||
skill plus 50% of [[invocation]] skill | skill plus 50% of [[invocation]] skill | ||
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NB: This can stack up to Regen 5 | NB: This can stack up to Regen 5 | ||
- | + | ||
==Stingray Spirit== | ==Stingray Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
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Process to Cast Spell : concentrate on summoning the Stingray Spirit | Process to Cast Spell : concentrate on summoning the Stingray Spirit | ||
- | The stingrays that glide through the ocean are known just as much for their graceful movements in the water as for the sharp spine on their tails. This spell summons forth not | + | The stingrays that glide through the ocean are known just as much for their graceful movements in the water as for the sharp spine on their tails. This spell summons forth not |
- | an entire spiritual entity, but just the stinging tail portion. The effect is very similar to a harpoon being launched at the caster's target. | + | an entire spiritual entity, but just the stinging tail portion. The effect is very similar to a harpoon being launched at the caster's target. |
==Summon Weather Gauge== | ==Summon Weather Gauge== | ||
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Process to Cast Spell : visualize the balance between two sailing ships altered by a single gust of wind | Process to Cast Spell : visualize the balance between two sailing ships altered by a single gust of wind | ||
- | The weather gauge is a nautical term used to describe the advantageous position of a fighting sailing vessel, relative to another. A ship is said to possess the weather gauge if it is in any position, at sea, upwind of the other vessel. Close | + | The weather gauge is a nautical term used to describe the advantageous position of a fighting sailing vessel, relative to another. A ship is said to possess the weather gauge if it is in any position, at sea, upwind of the other vessel. Close |
- | proximity with the land, tidal and stream effects, as well as wind variability due to geography (hills, cliffs, etc.) may also come into play. An upwind vessel is able to maneuver at will toward any downwind point, since in doing so the | + | proximity with the land, tidal and stream effects, as well as wind variability due to geography (hills, cliffs, etc.) may also come into play. An upwind vessel is able to maneuver at will toward any downwind point, since in doing so the |
- | relative wind moves aft. A vessel downwind of another, however, in attempting to attack upwind, is constrained to trim sail as the relative wind moves forward and cannot point too far into the wind for fear of being headed. In sailing warfare, | + | relative wind moves aft. A vessel downwind of another, however, in attempting to attack upwind, is constrained to trim sail as the relative wind moves forward and cannot point too far into the wind for fear of being headed. In sailing warfare, |
- | when beating to windward, the vessel experiences heeling under the sideward pressure of the wind. This restricts gunnery, as cannon on the windward side are now elevated, while the leeward gun ports aim into the sea, or in heavy weather may be | + | when beating to windward, the vessel experiences heeling under the sideward pressure of the wind. This restricts gunnery, as cannon on the windward side are now elevated, while the leeward gun ports aim into the sea, or in heavy weather may be |
- | awash. A ship with the weather gage, turning downwind to attack, may alter course at will in order to bring starboard and port guns to appropriate elevations. This spell grants the caster a strategic, tactical, and situational advantage very | + | awash. A ship with the weather gage, turning downwind to attack, may alter course at will in order to bring starboard and port guns to appropriate elevations. This spell grants the caster a strategic, tactical, and situational advantage very |
- | similar to a ship having the weather gauge. | + | similar to a ship having the weather gauge. |
- | + | ||
- | ==Superconductor== | + | |
==Toad Spirit== | ==Toad Spirit== | ||
Spell Type : enchantment | Spell Type : enchantment | ||
- | Knowledge Requirement : have at least 250 points among metaphysics | + | Knowledge Requirement : have at least 250 points among [[metaphysics]] |
- | skill, spirit lore skill, and animal lore skill | + | skill, [[spirit lore]] skill, and [[animal lore]] skill |
- | Rating Formula : 60% of constitution plus 80% of enchantment | + | Rating Formula : 60% of constitution plus 80% of [[enchantment]] |
- | skill plus 75% of summoning skill | + | skill plus 75% of [[summoning]] skill |
Rating : 298.1 | Rating : 298.1 | ||
Rating Minimum : 210 | Rating Minimum : 210 | ||
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==Turtle Spirit== | ==Turtle Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 20 points among 50% of [[metaphysics]] skill, 40% of [[spirit lore]] skill, 30% of [[swimming]] skill, and 75% of [[animal lore]] skill | + | Knowledge Requirement : have at least 20 points among 50% of [[metaphysics]] skill, 40% of [[spirit lore]] skill, |
+ | 30% of [[swimming]] skill, and 75% of [[animal lore]] skill | ||
Rating Formula : 50% of intelligence plus 100% of [[memory]] skill plus 100% of [[summoning]] skill | Rating Formula : 50% of intelligence plus 100% of [[memory]] skill plus 100% of [[summoning]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : concentrate on summoning the Turtle Spirit | Process to Cast Spell : concentrate on summoning the Turtle Spirit | ||
- | The Turtle is hailed among the animistic spirits as an ancient traveler of the seas. He is wise in many things, and can impart some of that wisdom unto Ordo members who invoke | + | The Turtle is hailed among the animistic spirits as an ancient traveler of the seas. He is wise in many things, and can impart some of that wisdom unto Ordo members who invoke |
- | him. This comes in the form of identification of unknown objects. When summoned while there are unknown objects nearby the caster, the Turtle Spirit will appear, identify the | + | him. This comes in the form of identification of unknown objects. When summoned while there are unknown objects nearby the caster, the Turtle Spirit will appear, identify the |
- | items, and then depart to travel the seas some more. If there are no unknowns in the area, the Turtle will still visit, gaze upon the caster, and then depart again as if nothing | + | items, and then depart to travel the seas some more. If there are no unknowns in the area, the Turtle will still visit, gaze upon the caster, and then depart again as if nothing |
- | had happened. | + | had happened. |
==Walrus Spirit== | ==Walrus Spirit== | ||
Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 160 points among [[arctic fieldcraft]] | Knowledge Requirement : have at least 160 points among [[arctic fieldcraft]] | ||
- | skill, [[underwater fieldcraft]] skill, and [[animal lore]] skill or have at least | + | skill, underwater fieldcraft skill, and [[animal lore]] skill or have at least |
80 quest points | 80 quest points | ||
Rating Formula : 1% of [[water affinity]] skill plus 50% of | Rating Formula : 1% of [[water affinity]] skill plus 50% of | ||
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Process to Cast Spell : visualize a ball of water striking <target> | Process to Cast Spell : visualize a ball of water striking <target> | ||
- | This is a very simple and straight-forward attack spell. It channels the caster's water energy into a nearly solidified ball of churning water and launches it at a single target. | + | This is a very simple and straight-forward attack spell. It channels the caster's water energy into a nearly solidified ball of churning water and launches it at a single target. |
==Water Enchantment== | ==Water Enchantment== | ||
- | |||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 120 points among [[metaphysics]] skill and [[arcane lore]] skill and have at least 80 points among [[weapon lore]] skill and [[enchantment]] skill | + | Knowledge Requirement : have at least 120 points among [[metaphysics]] skill and [[arcane lore]] skill and have at least 80 points |
+ | among [[weapon lore]] skill and [[enchantment]] skill | ||
Rating Formula : 50% of [[aquaturgy]] skill plus 100% of [[enchantment]] skill | Rating Formula : 50% of [[aquaturgy]] skill plus 100% of [[enchantment]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : visualize a spirit of water residing within <weapon> | Process to Cast Spell : visualize a spirit of water residing within <weapon> | ||
- | This spell adds a watery essence to an individual weapon. The summoning and binding of water spirits is never an exact science, but there does tend to be a propensity for more | + | This spell adds a watery essence to an individual weapon. The summoning and binding of water spirits is never an exact science, but there does tend to be a propensity for more |
- | volatile elemental spirits to 'volunteer' to be embedded into weapons. Where this aggression comes from, or why, is left to the spirits to ponder. The end result is that a weapon | + | volatile elemental spirits to 'volunteer' to be embedded into weapons. Where this aggression comes from, or why, is left to the spirits to ponder. The end result is that a weapon |
- | that this is cast upon will be shrouded in water, and do additional damage at times in combat. | + | that this is cast upon will be shrouded in water, and do additional damage at times in combat. |
==Water Lance== | ==Water Lance== | ||
- | |||
Spell Type : animistic | Spell Type : animistic | ||
Knowledge Requirement : have at least 150 points among 50% of [[spear]] skill and 100% of [[metaphysics]] skill | Knowledge Requirement : have at least 150 points among 50% of [[spear]] skill and 100% of [[metaphysics]] skill | ||
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Process to Cast Spell : visualize a lance of water striking <target> | Process to Cast Spell : visualize a lance of water striking <target> | ||
- | This spell generates a massive spear of nearly solidified water, that the caster can direct at a single foe. Not only is it more powerful than a simple water bolt, it also takes more resources and more time to cast. | + | This spell generates a massive spear of nearly solidified water, that the caster can direct at a single foe. Not only is it more powerful than a simple water bolt, it also takes more resources and more time to cast. |
==Water of Life== | ==Water of Life== | ||
Spell Type : elemental | Spell Type : elemental | ||
- | Knowledge Requirement : have at least 280 points among [[first aid]] skill, [[empathy]] skill, unmodified [[aquaturgy]] skill, and [[metaphysics]] skill | + | Knowledge Requirement : have at least 280 points among [[first aid]] skill, [[empathy]] skill, |
+ | unmodified [[aquaturgy]] skill, and [[metaphysics]] skill | ||
Rating Formula : 35% of [[empathy]] skill plus 50% of [[aquaturgy]] skill plus 75% of [[evocation]] skill | Rating Formula : 35% of [[empathy]] skill plus 50% of [[aquaturgy]] skill plus 75% of [[evocation]] skill | ||
Rating Minimum : 50 | Rating Minimum : 50 | ||
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Process to Cast Spell : visualize healing waves resonating outward | Process to Cast Spell : visualize healing waves resonating outward | ||
- | The caster of the Water of Life spell is a practicioner of altruism. The spell has many healthful benefits and restoratve properties, but it only affects those close to the caster who have befriended hir. The caster hirself gets none of these benefits, despite being one's own best friend. Opponents, innocent bystanders, and inanimate objects are just as exempt from the healing effects as the caster. | + | The caster of the Water of Life spell is a practicioner of altruism. The spell has many healthful benefits and restoratve properties, but it only affects those close to the caster who have befriended hir. The caster hirself gets none of these benefits, despite being one's own best friend. Opponents, innocent bystanders, and inanimate objects are just as exempt from the healing effects as the caster. |
NB: This is an area healing effect that heals all of the caster's allies and befriended individuals in the same room.. | NB: This is an area healing effect that heals all of the caster's allies and befriended individuals in the same room.. | ||
==Watery Grave== | ==Watery Grave== | ||
- | |||
Spell Type : basic | Spell Type : basic | ||
Knowledge Requirement : have at least 40 points among [[legend lore]] skill, | Knowledge Requirement : have at least 40 points among [[legend lore]] skill, | ||
[[seamanship]] skill, and [[swimming]] skill | [[seamanship]] skill, and [[swimming]] skill | ||
- | Rating Formula : 100% of [[swimming]] skill plus 50% of [[underwater | + | Rating Formula : 100% of [[swimming]] skill plus 50% of underwater |
- | fieldcraft]] skill plus 50% of [[aquaturgy]] skill plus 10% of [[invocation]] skill | + | fieldcraft skill plus 50% of [[aquaturgy]] skill plus 10% of [[invocation]] skill |
Rating Minimum : 0 | Rating Minimum : 0 | ||
Rating Maximum : 800 | Rating Maximum : 800 | ||
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Jones is said to dwell. This spell mimics that final plunge, dispatching a | Jones is said to dwell. This spell mimics that final plunge, dispatching a | ||
mortally wounded foe by calling upon the Spirit of Davey Jones to claim his | mortally wounded foe by calling upon the Spirit of Davey Jones to claim his | ||
- | prize. | + | prize. |
==Whale's Might== | ==Whale's Might== | ||
- | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 50 points among [[massive exertion]] skill, [[spirit lore]] skill, [[load bearing]] skill, | ||
- | and [[animal lore]] skill | ||
- | Rating Formula : unmodified strength | ||
- | Rating : 137.35 | ||
- | Rating Minimum : 35 | ||
- | Rating Maximum : 300 | ||
- | Base Energy Costs : fifty-five points of spiritual energy and thirty-five points of elemental water energy | ||
- | Process to Cast Spell : visualize the strength of the whale within <target> | ||
- | |||
- | Among the largest of the marine animals, the whale has long been known for | ||
- | its strength. In part due to its size and mass, a whale has the ability to | ||
- | drag whaling ships behind it for miles. This same strength allows it to swim | ||
- | to great depths, and to fend off attacks from the fierce predators who would | ||
- | attempt to feed upon them. This spell draws upon that strength, imbuing the | ||
- | caster with strength that far exceeds their physical form. It also draws upon | ||
- | the great size and bulk of the whale to assist in lifting larger items by | ||
- | spreading the lifting surface over a wider area of the object being lifted. | ||
- | |||
- | =Defunct, Replaced or Removed Spells= | ||
- | ==Bubble Barrier (Replaced by Barrier Reef)== | ||
Spell Type : animistic | Spell Type : animistic | ||
- | Knowledge Requirement : have at least 150 points among 25% of shield skill, 50% of metaphysics skill, 30% of swimming skill, and 75% of escape skill | + | Knowledge Requirement : have at least 50 points among [[massive exertion]], [[spirit lore]], [[load bearing]], and [[animal lore]] |
- | Rating Formula : 30% of charisma plus 60% of dexterity plus 60% of constitution plus 100% of shield skill plus 100% of hydromancy skill plus 100% of swimming skill plus 100% of escape skill | + | Rating Formula : unmodified strength |
- | Rating Minimum : 136 | + | Rating : 137.35 |
- | Rating Maximum : 550 | + | Rating Minimum : 35 |
- | Base Energy Costs : twenty-five points of spiritual energy and five points of elemental water energy | + | Rating Maximum : 300 |
- | Process to Cast Spell : concentrate on summoning the Seahorse Spirit | + | Base Energy Costs : fifty-five points of spiritual energy and thirty-five points of elemental water energy |
- | + | Process to Cast Spell : visualize the strength of the whale within <target> | |
- | When maneuvering underwater, movement can create a barrier of bubbles around an individual. These bubbles can interfere with easy movement, can distract a predator, and alter the density of the atmosphere to impede movement through them. This spell mimics those bubbles with the metaphysical water within the caster, creating a metaphysical barrier around hir manifesting as small bubbles. Though they may not look intimidating in the least, they are able to absorb quite a bit of impact. | + | |
- | + | ||
- | + | ||
- | ==Cold Snap== | + | |
- | Spell Type : elemental | + | |
- | Knowledge Requirement : have at least 20 points among metaphysics skill, arctic fieldcraft skill, logic skill, and physics skill | + | |
- | Rating Formula : 35% of evocation skill plus 100% of cryomancy skill plus 50% of hydromancy skill | + | |
- | Rating Minimum : 178 | + | |
- | Rating Maximum : 550 | + | |
- | Base Energy Costs : twenty-five points of spiritual energy, fifteen points of elemental water energy, and twenty-five points of cold | + | |
- | Process to Cast Spell : concentrate on sending out waves of intense cold | + | |
- | + | ||
- | Cold is a relative aspect of water, and this spell generates enough intense cold as to affect everything around the caster. The summation of the effect is that the cold that the caster conjures is of such intensity that it affects everything, adversely affecting both living and inanimate alike. Even the caster hirself is not immune to this backlash, though a prepared mage can mitigate the damages done to hirself. Fragile objects have been known to shatter with the use of this spell. | + | |
- | + | ||
- | ==Polar Eruption (Replaced by Polar Bear Spirit)== | + | |
- | Spell Type : elemental | + | |
- | Knowledge Requirement : have at least 200 points among metaphysics skill, arctic fieldcraft skill, logic skill, and physics skill | + | |
- | Rating Formula : 30% of charisma plus 35% of evocation skill plus 100% of cryomancy skill plus 50% of hydromancy skill | + | |
- | Rating Minimum : 68 | + | |
- | Rating Maximum : 450 | + | |
- | Base Energy Costs : twenty-five points of spiritual energy, fifteen points of elemental water energy, and twenty-five points of cold | + | |
- | Process to Cast Spell : concentrate on creating a ball of intense cold | + | |
- | + | ||
- | Cold is a relative aspect of water, and this spell generates enough intense cold as to affect everything around the caster. The summation of the effect is that the cold that the caster conjures is of such intensity that it affects everything, adversely affecting both living and inanimate alike. The thermal tension caused by the presence of such intense cold causes a violent backlash as soon as the caster releases the spell. A skilled caster can direct this backlash towards specified targets while avoiding friendly fire. | + | |
- | + | ||
- | ==Whale's Song (Replaced by Siren's Song) == | + | |
- | Spell Type : animistic | + | |
- | Knowledge Requirement : have at least 150 points among summoning skill, | + | |
- | swimming skill, animal lore skill, and underwater fieldcraft skill | + | |
- | Rating Formula : 30% of charisma plus 35% of invocation skill | + | |
- | plus 100% of singing skill plus 50% of vocalization skill | + | |
- | Rating Minimum : 50 | + | |
- | Rating Maximum : 600 | + | |
- | Base Energy Costs : thirty points of spiritual energy | + | |
- | Process to Cast Spell : visualize the whale's song within me resonating | + | |
- | toward <target> | + | |
- | + | ||
- | The mighty song of the whale is able to penetrate the water for miles, | + | |
- | resonating in it's full solemn tonality through its entire distance. This | + | |
- | song is of such strength, that those nearby to the whale can be stunned by the | + | |
- | raw sonic force emanating from the whale. Sometimes, the toothed whales count | + | |
- | upon this to stun their prey, making them easier targets. This spell emulates | + | |
- | that ability, sending a forceful blast from the caster's vocal aparatus into | + | |
- | the local medium, with such power that it can stun a nearby opponent. The raw | + | |
- | force of the blast is usually enough to stun even opponent who cannot hear, as | + | |
- | the shockwaves penetrate through their physical form almost as easily as the | + | |
- | songs travel through the water. It is also noted that despite the initial | + | |
- | shockwave traveling forward towards an intended target, the soundwaves spread | + | |
- | outwards, and have a tendency to mildly stun others nearby. | + | |
- | + | ||
- | ==Winter's Mantle== | + | |
- | Spell Type : animistic | + | |
- | Knowledge Requirement : have at least 110 points among arctic fieldcraft | + | |
- | skill, underwater fieldcraft skill, and metaphysics skill | + | |
- | Rating Formula : 30% of cryomancy skill plus 1% of water affinity | + | |
- | skill plus 50% of hydromancy skill | + | |
- | Rating Minimum : 68 | + | |
- | Rating Maximum : 450 | + | |
- | Base Energy Costs : twenty-five points of spiritual energy and | + | |
- | twenty-five points of elemental water energy | + | |
- | Process to Cast Spell : visualize the mantle of winter setting in upon | + | |
- | the land | + | |
- | + | ||
- | When winter settles its mantle upon the land, everything becomes | + | |
- | blanketted by snow and ice. Many creatures are able to survive through this | + | |
- | process, but few are fully active in such cold. This spell enables the target | + | |
- | to better resist the debilitating effects of the cold, and by proxy, water. | + | |
- | Given enough exposure to this spell, the damaging effects of cold and water | + | |
- | can become beneficial. It can also be noted that creatures active during the | + | |
- | cold of the winter months tend to be much more rugged than their kin in warmer | + | |
- | climes. | + | |
- | + | ||
- | Ralnos notes: This is a good buff, it grants water affinity, recuperation, hardiness and stamina. The last three are given moderately high buffs, while water affinity is given a small one. | + | |
- | + | ||
- | ==Water Shield== | + | |
- | Was a heavily bugged and overpowered damage reducer. | + | |
- | ==Water Breathing (Replaced by Lungfish Spirit)== | + | Among the largest of the marine animals, the whale has long been known for |
+ | its strength. In part due to its size and mass, a whale has the ability to | ||
+ | drag whaling ships behind it for miles. This same strength allows it to swim | ||
+ | to great depths, and to fend off attacks from the fierce predators who would | ||
+ | attempt to feed upon them. This spell draws upon that strength, imbuing the | ||
+ | caster with strength that far exceeds their physical form. It also draws upon | ||
+ | the great size and bulk of the whale to assist in lifting larger items by | ||
+ | spreading the lifting surface over a wider area of the object being lifted. | ||
[[Category: Ordo Undine Proeliatori]] | [[Category: Ordo Undine Proeliatori]] | ||
+ | [[Category: Archive]] |
Current revision
Spells (Ordo Undine Proeliatori) is DEAD! R.I.P.
|
Current Spells
Arctic Tern Spirit
Spell Type : animalistic Knowledge Requirement : have at least 100 points among arctic fieldcraft skill, spirit lore skill, and animal lore skill Rating Formula : 35% of enchantment skill plus 50% of summoning skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and twelve points of elemental water energy Process to Cast Spell : concentrate on summoning the Arctic Tern Spirit into <target>
The tern is a rarely seen creature on Aedaris. Its migration pattern spans from the farthest reaches in the north, to the farthest reaches of the south, lingering and feeding in the mists that envelop the ends of the world. When a caster summons forth the Spirit of the Tern, the Spirit grant the recipient with a portion of the skills the Spirit uses to navigate such long distances
Alligator Hide
Spell Type : enchantment Knowledge Requirement : have at least 50 points among spirit lore skill and animal lore skill, armour adaptation skill of 10 or higher, and swamp fieldcraft skill of 20 or higher Rating Formula : 75% of summoning skill plus 50% of enchantment skill plus 25% of aquaturgy skill Rating Minimum : 20 Rating Maximum : 800 Base Energy Costs : one hundred ten points of spiritual energy and eighty points of elemental water energy Process to Cast Spell : concentrate on summoning the Alligator Spirit for <target>
The alligator is a fierce beast known to inhabit the swamps and waterways of most of Almeria. It's most prominent features are its huge jaws, massive tail, and thick hide. It can lie in wait for prey for hourrs, appearing as little more than a log floating in the water, attacking at the last second with a snap of the jaws. By invoking the Alligator Spirit, the caster is capable of manifesting the thick leathery hide of the alligator, affording hir substantial protection.
Aqueous Form
Spell Type : enchantment Knowledge Requirement : have at least 250 points among metaphysics skill and water affinity skill and have at least 85 quest points Rating Formula : 30% of charisma plus 40% of intelligence plus 60% of dexterity plus 60% of constitution plus 100% of enchantment skill plus 100% of aquaturgy skill Rating : 888.2 Rating Minimum : 210 Rating Maximum : 900 Base Energy Costs : eighty-five points of spiritual energy and sixty points of elemental water energy Process to Cast Spell : visualize the metaphysical water within <target> manifesting itself outwardly
This spell is one of the most functional and adaptive that an Undine can choose from. It alters the caster's body to become a liquid state, allowing hir to flow and shift as water. This greatly increases the caster's defensive capabilities, making hir as difficult to damage as it is to damage water. The caster is also able to manipulate hir form to fit through small openings, shift around obstacles, and flow through bonds.
Barnacle Barrier
Spell Type : animistic Knowledge Requirement : have at least 220 points among underwater fieldcraft skill, spirit lore skill, animal lore skill, and seamanship skill Rating Formula : 30% of constitution plus 35% of enchantment skill plus 50% of summoning skill Rating Minimum : 0 Rating Maximum : 600 Base Energy Costs : seventy-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Barnacle Spirit into <target>
Initially, the barnacle is a seemingly innocuous buildup that is never even noticed until you are looking at the bottom of a ship for some odd reason. The barnacle simply clings onto the bottom of a keel and that is where it spends the rest of its life, never moving from that one spot. This spell calls upon the spirit of the barnacle, to root the target in place. Unfortunately, this effect only lasts a short while. For that time period, though, the target has an opportunity for reflection in ways that are unparalleled if distracted by the possibilities of movement.
NB: This spell will root you in place for about 5 minutes if you cast it on yourself. Could be useful for those pesky NPC's that run away a lot.
Barrier Reef
Spell Type : enchantment Knowledge Requirement : have at least 75 points among metaphysics skill, shield skill, underwater fieldcraft skill, and spirit lore skill Rating Formula : enchantment skill plus summoning skill plus thaumaturgy skill plus shield skill plus aquaturgy skill Rating Minimum : 60 Rating Maximum : 900 Base Energy Costs : one hundred twenty-five points of spiritual energy and sixty points of elemental water energy Process to Cast Spell : concentrate on summoning the Reef Spirit into <target>
Most land beings overlook the importance of the barrier reef. Despite its appearance, it is a living entity that provides homes for hundreds and thousands of sea creatures, as well as protecting the shorelines from the brutality of the ocean. Invoking the Barrier Reef Spirit confers much of that protection by granting the caster a field of magickal energy that turns aside attacks.
Beaver Spirit
Spell Type : animistic Knowledge Requirement : have at least 20 points among awareness skill, summoning skill, and animal lore skill Rating Formula : 30% of intelligence plus 35% of enchantment skill plus 50% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on calling the Beaver Spirit for <target>
In the few climes that the beaver is present, it is known for three things. The first is its fur, which is a prized and traded commodity. The second is its flat tail, which is its hallmark feature. The third is the sharp incisors that it uses to gnaw through tree, which it then uses to build dams. Such construction skills are found in other animals, but few to this scale. Not only do the dams create a pond for the beaver family, but inside the dam are rooms for the beaver family. The entire process is highly complicated compared to the living spaces of most animals. Invoking the Beaver Spirit impart into the caster many skills used in construction.
Beluga Spirit
Spell Type : animistic Knowledge Requirement : have at least 150 points among underwater fieldcraft skill, arctic fieldcraft skill, spirit lore skill, and animal lore skill Rating Formula : 35% of swimming skill plus 50% of summoning skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and sixteen points of elemental water energy Process to Cast Spell : concentrate on summoning the Beluga Spirit upon <target>
The Beluga Spirit is a relative of the Whale Spirit. It resides in the colder waters of the far north, and has developed quite an affinity for such cold water. A playful spirit, despite its immense size, it is more than happy to share this propensity for cold water, in the form of spraying it mirthfully at others. By summoning the Beluga Spirit, the caster is designating some poor individual to be the object of the Beluga's 'fun', drenching the target in arctic waters.
Blood in the Water
Spell Type : animistic Knowledge Requirement : have at least 20 points among awareness skill, summoning skill, and animal lore skill Rating Formula : 30% of perception plus 35% of enchantment skill plus 50% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on calling the Shark Spirit into <target>
This spell is one of the simplest of the animistic spells to manifest, as it draws upon one of the primal instincts of the shark spirit. Typically, sharks are emotionless creatures when they hunt, searching tirelessly for their prey, picking off the wounded, diseased, or weak with ruthless efficiently. This changes, however, once a certain amount of blood is in the water. A savage emotion erupts from within the shark, causing it to lash out violently and repeatedly. This spell draws upon that lashing out, as well as the relentless hunting nature of the shark, instilling the recipient with the shark's killing instincts and ferocity.
Blowfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 140 points among 100% of animal lore skill, 100% of summoning skill, 100% of underwater fieldcraft skill, and 30% of constitution Rating Formula : 30% of constitution plus 35% of invocation skill plus 25% of enchantment skill Rating Minimum : 115 Rating Maximum : 625 Base Energy Costs : twenty-five points of spiritual energy and five points of elemental water energy Process to Cast Spell : visualize a tiny blowfish
The spirit of the blowfish is a rather whimsical spirit. In its normal state, it is small and unassuming. When it is threatened or frighted, it swells up to many times its normal size. Invoking this animistic spirit causes much the same effect in the invoker, causing hir to swell larger than sie normally is. The usual side effects of this is that most armour and weapons sized for your normal size will no longer be of use, and most armour or weapons used in hir swollen size will be too large to use once normal size has been returned. It should also be noted that due to the nature of this growth, it augments neither strength nor toughness. Only volume is increased, while mass stays relatively the same. What little gain one receives is typically compromised by being a larger target and easier to hit.
Blowfish Toxin
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore skill, swimming skill, animal lore skill, and underwater fieldcraft skill Rating Formula : 100% of size plus 35% of summoning skill plus 50% of evocation skill Rating Minimum : 50 Rating Maximum : 600 Base Energy Costs : eighty points of spiritual energy and eighty points of elemental water energy Process to Cast Spell : visualize an angry Blowfish Spirit
The blowfish possesses some of the most deadly toxin of any fish. By summoning the Blowfish Spirit in a particular manner, the caster is able to delay the presence of the Blowfish, thereby having the Spirit arrive after it has inflated itself. This bypasses the swelling withiin the caster, and leads directly to a volley of poisoned spines being launched from the caster's body. The entire process is more taxing on the caster due to the specific requirement of timing during the casting, as the caster spiritually pushes and delays the Blowfish Spirit on its journey to the caster.
Catfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore skill, legend lore skill, and animal lore skill or underwater fieldcraft skill of 85 or higher Rating Formula : 60% of charisma plus 50% of aquaturgy skill plus 50% of summoning skill Rating Minimum : 100 Rating Maximum : 600 Base Energy Costs : seventy-five points of spiritual energy and one hundred five points of elemental water energy Process to Cast Spell : concentrate on summoning the Catfish Spirit
The humble catfish plays a very important role in the natural world, keeping the waters that it inhabits from being fouled by rotting carrion. Being a scavenger and opportunist, the catfish has been known to attempt to eat anything that passes its way. By summoning the Catfish Spirit, the caster is able to impart that same scavenging instinct and voracious appetite upon befriended individuals. It should be noted that this invocation awakens an intense hunger within the applicant, and should only be used when food sources are readily available. Interestingly enough, this hunger is strong enough to compel those with highly particular diets to start ingesting whatever food product comes their way.
Cave Sponge Spirit
Spell Type : animistic Knowledge Requirement : have at least 140 points among spelunking skill, spirit lore skill, and animal lore skill Rating Formula : 75% of spelunking skill plus 50% of summoning skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and thirty points of elemental water energy Process to Cast Spell : concentrate on summoning the Cave Sponge Spirit upon <target>
The cave sponge is a colonial creature known by very few on the surface world, for it inhabits the brackish waters found deep under the earth. There, it filters nutrients and sustenance from the waters, while removing the excess salt, which is used to build the structures inhabited by the colony. Subterranean races make extensive use of this latter ability, since it leaves behind potable water while harnessing raw salt, which can be sold above ground for a profit. By invoking the Cave Sponge Spirit, the caster is able to tap into that salt reserve, and expel it towards a target.
Cleansing Waters
Spell Type : utility Knowledge Requirement : have at least 120 points among diagnosis skill, biology skill, metaphysics skill, and swimming skill Rating Formula : 30% of charisma plus 100% of first aid skill plus 35% of hydromancy skill plus 50% of anatomy skill Rating Minimum : 100 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and fifteen points of elemental water energy Process to Cast Spell : visualize a trickle of water washing away the impurities in <target>
This is a universalized spell that draws upon water's ability to wash away the pain and suffering inflicted upon the target. While the actual healing of physical damage is so small as to be unnoticeable, the healing waters wash away afflictions which may be hindering the natural healing processes of the recipient.
NB: this also cleanses Plague
Clownfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 110 points among spirit lore skill, underwater fieldcraft skill, and animal lore skill Rating Formula : 30% of summoning skill plus 1% of hardiness skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 600 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Clownfish Spirit
The Clownfish Spirit is a seemingly innocuos fish, with nothing particularly special about it. It's not particularly bright or showy, neither is it dull and camouflaged. It doesn't travel great distances, it doesn't launch anything at its prey, it doesn't actively do anything that sets it apart from any other fish. It stays close to the reefs and anemones that serve as its home. Therein lies the Spirit's true power. The Anemone is a very toxic creature, yet the Clownfish easily stays among the stinging tentacles, unscathed. Though it lacks any flashy, active abilities, it has a passive ability in the form of resistance to poison. When a member of the Order invokes the Clownfish Spirit, they too are made highly resistant to poison.
Collect Water
Spell Type : elemental Knowledge Requirement : have at least 10 points among metaphysics skill, centering skill, and channeling skill Rating Formula : 50% of hydromancy skill plus 50% of channeling skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : fifteen points of spiritual energy Process to Cast Spell : visualize the ambient water collecting together into a single pool
This basic utility spell user the caster's spiritual energies to draw moisture from the surrounding environment, thereby replenishing hir own personal reserves.
Corrosion
Spell Type : basic Knowledge Requirement : have at least 200 points among seamanship skill, weapon lore skill, hydromancy skill, metallurgy skill, and physics skill Rating Formula : 15% of conjuration skill plus 65% of hydromancy skill plus 75% of enchantment skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : forty-five points of spiritual energy and sixty-five points of elemental water energy Process to Cast Spell : visualize the corrosion of metal
While water can be the source of life for many things, it can be detrimental to some items. Iron and steel items do not fare well when exposed to water for long periods of time. This spell applies this apsect, in a shorted duration, to iron weapons that are wielded nearby to the caster. Iron or steel weapons that are stored away on a person are protected from the effects somewhat, and weapons with little or no iron or steel exposed are exempt from the effects of this spell. Given even a rudimentary amount of control over this process, a caster can attempt to not target the weapons of those sie has befriended.
Dark Water
Spell Type : elemental Knowledge Requirement : have at least 100 points among arcane lore skill, metaphysics skill, and legend lore skill or complete the Destruction of the Three Rating Formula : 75% of aquaturgy skill plus 100% of evocation skill plus 25% of thanaturgy skill Rating : 471.45 Rating Minimum : 100 Rating Maximum : 1000 Base Energy Costs : twenty points of spiritual energy and twenty-two points of elemental water energy Process to Cast Spell : visualize dark water enveloping <target>
The fouled water that rings the continent of Esartur has come to be known as dark water. It is known not only for the sickness and disease that it spreads with its filth, but also for its ability to cling to -anything that passes through it, slowly leeching away the very life of whatever comes into contact with it. Some say that the dark water is sentient, and actively seeks to destroy; others see it as a byproduct of the evil festering on Esartur. Whichever case may be more correct, the dark water is a vile substance. This spell calls forth that sickening subtsance to attack a single foe.
Eel's Touch
Spell Type : animistic Knowledge Requirement : have at least 100 points among underwater fieldcraft skill, summoning skill, and animal lore skill Rating Formula : 35% of swimming skill plus 50% of invocation skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and twelve points of elemental water energy Process to Cast Spell : visualize the electrical tail of an eel touching <target>
By calling upon the spiritual aspects of the eel, a caster is able to summon forth the electrical currents that the eel can produce. The utility applications of this are quite trivial, but the most common use is to attack an opponent. The electricity may not do a significant amount of outright damage, but is capable of stunning even large prey for the eel to consume.
Glowfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 65 points among aquaturgy skill, summoning skill, and animal lore skill Rating Formula : 35% of imagination skill plus 100% of enchantment skill plus 50% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : forty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : visualize the Spirit of the Glowfish within <target>
Most aquatic creatures that have bioluminescence are found deep within the ocean, so deep that light cannot penetrate that deeply. A few, however, live in the darkness of caves, deep underground. A glowfish is one of the few that lives in both locations. It is essentially a tiny fish, usually about the size of a guppy, but instead of a colourful tail, it's tail contains bioluminescent pigments. The light of a single fish is usually not very impressive, but when the fish gather to spawn, they are capable of lighting up a large cavern and can be seen as a ghostly light beneath the waves far out at sea. This spell harnesses the light producing capabilities of that tiny fish, causing the target to glow slightly from within.
Goose Spirit
Spell Type : enchantment Knowledge Requirement : have at least 50 points among spirit lore skill and animal lore skill, legend lore skill of 50 or higher, and metaphysics skill of 20 or higher Rating Formula : 75% of summoning skill plus 50% of enchantment skill plus 25% of aquaturgy Rating : 326.5 Rating Minimum : 20 Rating Maximum : 800 Base Energy Costs : one hundred ten points of spiritual energy and eighty points of elemental water energy Process to Cast Spell : concentrate on summoning the Goose Spirit
The Goose Spirit is a humble sort, reknown more in small folk tales than in academic circles of summoners and spiritualists. The boons of the Goose Spirit are not typically what is sought after by those seeking knowledge of the spiritual world, for the Goose deals more with safety, returning home, and the domestic life. In the case of Ordo Undine Proeliatori and their nomadic guild, the Goose Spirit's boon takes the form of safe transport to the guild's home, which is wherever the guildmaster happens to be.
Ibis Spirit
Spell Type : enchantment Knowledge Requirement : have at least 80 points among metaphysics skill and legend lore skill or magick affinity skill of 20 or higher Rating Formula : 50% of summoning plus 75% of enchantment Rating : 270.75 Rating Minimum : 200 Rating Maximum : 800 Base Energy Costs : seventy-five points of spiritual energy and forty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Ibis Spirit into <target>
This ibis is a larger shorelands bird that holds a special connection to several of the gods of Akalahai. Legends hold that the bird serves as a mystical gateway and is a purveyor of sacred magickal knowledge. The Ibis Spirit has long been invoked to provide magickal protection, or to carry messages to the gods. When summoned, the Spirit endows a specified target with heightened magickal abilities, making the recipient slightly more in touch with the world around them on a spiritual level.
Note: Heightened magickal abilities pretty much means Metaphysics.
Jellyfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 225 points among summoning skill, poison lore skill, animal lore skill, swimming skill, and underwater fieldcraft skill Rating Formula : 30% of charisma plus 35% of invocation skill plus 50% of evocation skill Rating Minimum : 80 Rating Maximum : 600 Base Energy Costs : twenty points of spiritual energy and twelve points of elemental water energy Process to Cast Spell : visualize the stings of a jellyfish lashing <target>
Not all spells pertaining to the water are focussed on the elemental aspect of water. Water is a source of life for many creatures, one of which is the jellyfish. This spell mimics the poisonous sting of the jellyfish, lashing out at a single foe and afflicting them with the jellyfish's toxins.
Kraken's Call
Spell Type : animistic Knowledge Requirement : have at least 240 points among spirit lore skill, legend lore skill, and animal lore skill and have at least 80 quest points Rating Formula : 30% of charisma plus 100% of summoning skill plus 50% of imagination skill Rating Minimum : 260 Rating Maximum : 1075 Base Energy Costs : one hundred twenty-five points of spiritual energy and one hundred fifty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Kraken Spirit upon <target>
This spell creates a metaphysical version of the legendary Kraken, summoning it to the caster's side and unleashing its crushing tentacles upon a foe. The process is slow, but once a kraken latches onto an object, whether of foe or a boat on the open sea, few things are going to withstand the crushing pressures.
Lamprey Spirit
Spell Type : animistic Knowledge Requirement : have at least 80 points among underwater fieldcraft skill, spirit lore skill, and animal lore skill Rating Formula : 35% of swimming skill plus 50% of summoning skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and twelve points of elemental water energy Process to Cast Spell : concentrate on summoning the Lamprey Spirit upon <target>
The lamprey is a very subtle creature. It is able to latch onto a larger creature unnoticed and draw nutrients directly from the host. It can also slip away after feeding, leaving behind only a small mark upon the host's flesh. By summoning the Lamprey Spirit against a certain target, the caster becomes the lamprey and the target becomes the host, transferring nutrients directly from the host to the caster. Initially, this is very subtle, and may not even be noticeable, but repeated uses can gorge the caster and deplete the host to the point where the host cannot support the feeding any longer. As a result, if the caster is caught, the host may not much less appreciative of losing large amounts of nutrients than if the caster had chosen to leech a small amount of nutrients from a variety of hosts. Subtlety keeps the Lamprey alive, while greed gets it killed by the host.
Lungfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore skill, legend lore skill, and animal lore skill or swimming skill of 200 or higher Rating Formula : 60% of charisma plus 100% of Delphin skill plus 50% of discipline skill plus 50% of summoning skill Rating Minimum : 100 Rating Maximum : 600 Base Energy Costs : seventy-five points of spiritual energy and fifty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Lungfish Spirit
This spell calls upon a portion of the Lungfish Spirit to bestow its gifts upon the caster's friends. The lungfish is known for its ability to breathe air for short periods of time, and then switch back to breathing water when needed. This ability is conferred and tailored to each specific ally in the caster's vicinity. Ally's with lungs will develop aqualungs, friend with gills will grow aerogills, and is no further alterations are required of the caster's associates, then no change will take place.
Magick Bolt
Spell Type : elemental Knowledge Requirement : metaphysics skill of 1 or higher, evocation skill of 1 or higher, or intelligence of 75 or higher Rating Formula : 75% of thaumaturgy skill plus 50% of evocation skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : ten points of spiritual energy Process to Cast Spell : visualize a bolt of magick striking <target>
This spell draws upon the fundamental aspects of magick, harnessing raw magickal energy into a bolt that is telesmatically launched at a single target. The effects aren't spectacular, but it is foundation technique for many other spells.
Magick Ripple
Spell Type : elemental Knowledge Requirement : have at least 40 points among physics skill and metaphysics skill Rating Formula : 30% of charisma plus 50% of thaumaturgy skill plus 50% of evocation skill Rating Minimum : 130 Rating Maximum : 900 Base Energy Costs : fifty-five points of spiritual energy and forty-five points of elemental water energy Process to Cast Spell : visualize a ripple of magick
This spell is more of a building block spell than a functional attack spell. With this spell, the caster simulates waves, and allows them to expand outward from within hir body, to manifest quasi-physically in hir environment. Due to the nature of the training involved, this manifestation is almost always water-like in motion.
Mollusk Spawn
Spell Type : animistic Knowledge Requirement : have at least 50 points among conjuration skill, summoning skill, legend lore skill, and animal lore skill Rating Formula : conjuration skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : forty-five points of spiritual energy and ten points of elemental water energy Process to Cast Spell : concentrate on on summoning the evolved spawn of the Mollusk Spirit
Among the many different types of creatures that populate the planes, there are types known as 'gunk' creatures. Some myths attribute the origins of these creatures to the Mollusk, though some theories claim some form of evolution is responsibe for their existence. Regardless, this spell summons forth one of the creatures said to be the spawn of the Mollusk. Due to the make-up of the creatures in question, no great discerning details can be provided as to what kind of slime creature can be summoned. Additionally, no control is given to the summoner over these creatures. They, more or less, show up in a plop and sit there being a slimy thing.
Summons Acid/Alkali blobs, puddings, shambling mounds, snots, slimes, oozes, gelatinous cubes, and jellies
Mollusk Spirit
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore, legend lore, and animal lore Rating Formula : 65% of underwater fieldcraft plus 65% of imagination plus 75% of summoning Rating : 354.15 Rating Minimum : 150 Rating Maximum : 1000 Base Energy Costs : fifty-five points of spiritual energy and forty-five points of elemental water energy Process to Cast Spell : imagine the slime of the Mollusk spirit upon <target>
The term mollusk is used to describe a wide number of beasts across the world, but there is actually one beast that embodies the actual name of Mollusk. It is an ancient animal, mentioned scarcely in legends of the seas, and no two tales of it are ever the same. What is agreed upon by all recounts of the beast is that it is larger than a human, has a large shell upon its back, and leaves a slimy trail in its wake across any solid surface. Some tales give it long tentacles, other say it can breathe out immense gouts of water, and others claim that it is immune to damage while in the water. One thing is for certain, though--do not anger the mollusk, for there are very few places that it cannot follow its victims. This invocation of the Mollusk confers upon the caster the ability to launch slime at an opponent. This slime has a tendency to stick to its victim.
Mollusk Trail
Spell Type : animistic Knowledge Requirement : have at least 50 points among swimming skill, summoning skill, legend lore skill, and imagination skill Rating Formula : 45% of dexterity plus 65% of throwing skill plus 65% of imagination skill plus 75% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and five points of elemental water energy Process to Cast Spell : imagine the slime of the Mollusk spirit binding <target>
Mollusks around the world have a relatively primitive digestive system, which makes use of a thick slime that binds to objects and drags the objects through the digestive system. Items and particulates that cannot be digested are bound tightly by the slime and removed from the digestive tract. This spell calls forth that slime, in a non-caustic form, to bind a target and prevet them from moving around.
Mooli Muli Bird
Spell Type : animistic Knowledge Requirement : have at least 110 points among awareness skill, spirit lore skill, and shorelands fieldcraft skill Rating Formula : 30% of summoning skill plus 35% of enchantment skill plus 100% of somatesthesia skill plus 50% of centering skill Rating : 377.15 Rating Minimum : 95 Rating Maximum : 800 Base Energy Costs : fifty-five points of spiritual energy and fifteen points of elemental water energy Process to Cast Spell : concentrate on summoning the Mooli Muli Spirit for <target>
This spell is more of an adaptation than anything else, and stems from the nature of the tidal regions. As the water ebbs and flows, there is a constant draw towards the land, and then back towards the sea. At the same time, there are cross currents and riptides the flow across and underneath these, and the sand itself will flow. Even on board a ship at sea, there is a constant motion as the ship rises and falls upon the waves. All of this can be slightly disorienting for those new to it, or unaccustomed to such motion. The mooli muli is a wading bird that is accustomed to such motion, since it spends the majority of its time wading in the coastal shallows searching for food. Summoning the Mooli Muli bird can impart upon the caster some of the spirit's steadiness, balance amd footing.
Nautilus Spirit
Spell Type : animistic Knowledge Requirement : have at least 190 points among spirit lore skill, legend lore skill, and animal lore skill or mathematics skill of 25 or higher Rating Formula : 60% of charisma plus 25% of swimming skill plus 50% of discipline skill plus 50% of summoning skill Rating : 303.35 Rating Minimum : 100 Rating Maximum : 600 Base Energy Costs : fifty points of spiritual energy and fifty points of elemental water energy Process to Cast Spell : concentrate on summoning the Nautilus Spirit into <target>
The Nautilus Spirit is hailed among the more ordered of summoners across the planes. The numeric ratio of the design of the Nautilus's shell is in direct proportion the numerical and mathematical theories that uphold a large portion of the doctrines of law, order, and mathematics. When summoned, the Nautilus Spirit imposes this ratio upon the target, imbuing them with a minor portion of all things orderly.
Navigator's Eye
Spell Type : utility Knowledge Requirement : have at least 40 points among navigation skill and seamanship skill or have at least 40 points among orienteering skill and cartography skill Rating Formula : 30% of perception plus 30% of intelligence Rating Minimum : 15 Rating Maximum : 800 Base Energy Costs : ten points of spiritual energy Process to Cast Spell : visualize the stars reflected in the ocean's surface
One of the most prized positions on any sailing vessel is the navigator. The navigator is able to determine so much about their position and surroundings just by gazing at either the stars, or how they are reflected in the waters. They are also able to determine the best path for crossing obstacles seen and unseen, whether they are icebergs and islands, or sandbars that lie just a few feet below the surface of the water. This spell grants the caster the ability to determine the terrain around hir so that sie can better navigate to where sie wants to be. OOC Note: This spell only works on an actual map, and may not work in most civilized areas.
NB: This makes a map of 3d areas, much like a panoramicon. Really nice for the slime quest and for general navigation. NB: If you are befriending anyone in the same room as you, they also get to see the map.
Otter's Charm
Spell Type : animistic Knowledge Requirement : have at least 45 points among awareness skill and animal lore skill or have at least 50 points in swimming skill Rating Formula : 30% of dexterity plus 35% of enchantment skill plus 50% of invocation skill Rating Minimum : 5 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Otter Spirit for <target>
The otter is a very playful marine mammal that is found in a variety of aquatic environments. It is known for its agility in the water and endless energy as it plays amongst the waves. This spell beckons to the Otter Spirit, to provide some of that aquatic agility and playfulness unto the caster.
Oyster Harvest
Spell Type : animistic Knowledge Requirement : have at least 350 points among spirit lore skill, gem lore skill, empathy skill, underwater fieldcraft skill, and animal lore skill and have at least 85 quest points Rating Formula : 30% of charisma plus 35% of enchantment skill plus 100% of conjuration skill Rating : 300.95 Rating Minimum : 200 Rating Maximum : 800 Base Energy Costs : two hundred twenty-five points of spiritual energy, seventy-five points of endurance, and twenty-five points of elemental water energy Process to Cast Spell : feel an irritation deep within me
One of the many bounties of the sea is the pearl. To those on land, it is something beautiful that can be made into jewelry. To the oyster that creates the pearl, it is an irritation. Usually, it is something as simple as a piece of grit stuck under the shell, but whatever the source of the agitation, the results end up being something of beauty. This spell recreates the process of creating a pearl in nature.
Penguin Spirit
Spell Type : animistic Knowledge Requirement : have at least 110 points among spirit lore skill, arctic fieldcraft skill, and animal lore skill Rating Formula : 30% of summoning skill plus 40% of enchantment skill Rating : 285.9 Rating Minimum : 50 Rating Maximum : 600 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Penguin Spirit into <target>
The penguin is an arctic bird better suited to swimming in the frigid arctic waters than for flight. It is able to withstand even the coldest waters as it dives for fish to feed upon. By summoning the Penguin Spirit, the caster is able to call upon the designated target the penguin's ability to withstand the cold.
Piranha Swarm
Spell Type : animistic Knowledge Requirement : have at least 125 points among 55% of [[animal lore]] skill, 100% of summoning skill, 75% of killer instinct skill, and 50% of imagination skill Rating Formula : 35% of invocation skill plus 50% of imagination skill plus 50% of aquaturgy skill Rating Minimum : 115 Rating Maximum : 650 Base Energy Costs : thirty points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : visualize a swarm of piranhas
This spell forges the caster's elemental waters into the shape of a swarm of piranhas. This swarm mimics the school attack of the piranha. Individually, they are only able to tear off a small piece of flesh, but the entire school can attack in rapid succession, rending flesh from the body and laying bare the bone. While not as powerful of a single attack as spells like Shark Bite, the multiple smaller attacks generally tend to accomplish nearly the same effect.
Polar Bear Spirit
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore skill, swimming skill, animal lore skill, and arctic fieldcraft skill Rating Formula : 30% of charisma plus 35% of summoning skill plus 50% of aquaturgy skill plus 50% of brawling skill plus 35% of evocation skill Rating Minimum : 200 Rating Maximum : 800 Base Energy Costs : sixty points of spiritual energy and seventy-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Polar Bear Spirit
Most would dismiss the concept of the polar bear as an aquatic creature, but it does spend most of its time either swimming the arctic seas or traveling across the packs of ice directly on top of the seas. Due to its diet of fish, seals, penguins and sometimes even walruses, the polar bear is a fierce hunter by necessity. Invoking the Polar Bear Spirit unleashes some of that ferocity upon those surrounding the mage, inflicting upon them a biting cold.
Prismatic Spray
Spell Type : elemental Knowledge Requirement : have at least 100 points among 50% of intelligence, 100% of physics skill, and 100% of metaphysics skill Rating Formula : 50% of aquaturgy skill plus 50% of evocation skill Rating Minimum : 0 Rating Maximum : 675 Base Energy Costs : twenty-six points of spiritual energy and eighteen points of elemental water energy Process to Cast Spell : visualize an arc of rainbow bending toward <target>
Prismatic spray is a rather easy effect for even a beginning hydromancer. It draws power from both light and water. The water particles are disbursed through the local medium, where they scatter light. Typically, this is done in an air medium, but in an aquatic environment, the mage simply arranges the particulates within the water to achieve the same effect. Regardless, when light is introduced, it separates into a prismatic splendour, which the mage harnesses and directs toward a single foe.
Quench Thirst
Spell Type : utility Knowledge Requirement : have at least 90 points among metaphysics skill, diagnosis skill, and first aid skill Rating Formula : 30% of charisma plus 35% of aquaturgy skill plus 50% of enchantment skill Rating Minimum : 30 Rating Maximum : 800 Base Energy Costs : five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on restoring the hydration levels within <target>
This basic utility spell converts elemental water energy into a form usable by a living body, effectively reducing thirst. This spells also takes the required follow-up steps of transmitting that elemental water energy into the target, and essentially force-hydrating the recipient.
Rainbow Mist
Spell Type : elemental Knowledge Requirement : have at least 110 points among metaphysics skill and physics skill or intelligence of 160 or higher Rating Formula : 35% of aquaturgy skill plus 50% of physics skill plus 50% of evocation skill Rating Minimum : 130 Rating Maximum : 1075 Base Energy Costs : forty-five points of spiritual energy and thirty points of elemental water energy Process to Cast Spell : visualize tiny particles of elemental water flowing about and scattering light
This spell uses the caster's internal water in one of two ways. In an airy atmosphere, it creates a wide screen of small water particles to scatter the ambient light into a wide arc of rainbow energy. In an aquatic atmosphere, it dispenses elemental water through the normal water, forming a refractive field very similar to how it functions in an air atmosphere. For both processes, the effects are the same. When light passes through the field, it is bent into a rainbow that strikes out through the immediate area. With sufficient skill, the caster is able to set up the elemental particles in a pattern that bends the rainbow energy around friends and allies, striking only at enemies or those not already befriended.
Riptide
Spell Type : elemental Knowledge Requirement : have at least 150 points among metaphysics skill, shorelands fieldcraft skill, underwater fieldcraft skill, and swimming skill Rating Formula : 50% of aquaturgy skill plus 50% of evocation skill Rating Minimum : 20 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and fifteen points of elemental water energy Process to Cast Spell : visualize cross currents of water tearing into <target>
This spell draws upon the powerful cross-currents that course beneath the ocean, known as riptides. It resembles a typical directed water spell, but the turbulent nature of the water, as well as the multiple directions it swirls in, tends to rip and shred things apart.
Salamander Spirit
Spell Type : animistic Knowledge Requirement : have at least 110 points among spirit lore skill, swamp fieldcraft skill, and metaphysics skill Rating Formula : 30% of summoning skill plus 1% of water affinity skill plus 50% of aquaturgy skill Rating : 344.95 Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Salamander Spirit
The Salamander Spirit is the subject of many tales that overly exaggerate its abilities. Many mortals have started a fire in a hearth, and witnessed a small salamander emerge from the flames completely unscathed. Ignorantly, these witnesses attributed the salamanders resistance to the flames as being aligned with the Element of Fire. The truth of e situation was that the salamander was just sleeping on the underside of the log that was set ablaze, and the secretion from its skin kept the fire from burning it. The actual Salamader Spirit does this to an even greater degree, being so attuned to the Element of Water that it is capable ot dousing flames that come near it, and of surviving exposure to heat and flames for a short period of time. Summoning the Salamander Spirit grants these benefits to the targetted recipient -- higher affinity to water, and greatly increased resistance to heat and flame.
Shape Water Elemental
Spell Type : animistic Knowledge Requirement : have at least 100 points among 50% of summoning skill and 100% of metaphysics skill and have at least 100 quest points Rating Formula : 50% of aquaturgy skill plus 50% of enchantment skill plus 50% of conjuration skill Rating : 415.7 Rating Minimum : 80 Rating Maximum : 1110 Base Energy Costs : fifty-five points of spiritual energy and fifty-five points of elemental water energy Process to Cast Spell : visualize a mass of water taking the shape of <creature>
The creature types into which one can shape a water elemental, and the rating and energy requirements thereof, are as follows:
Ray Horse Rating Requirement: 100 Rating Requirement: 230
Snake Jellyfish Rating Requirement: 110 Rating Requirement: 260 Seal Elephant Rating Requirement: 120 Rating Requirement: 290
Sprite Crocodile Rating Requirement: 130 Rating Requirement: 320
Frog Octopus Rating Requirement: 150 Rating Requirement: 350
Penguin Squid Rating Requirement: 170 Rating Requirement: 390
Pig Shark Rating Requirement: 190 Rating Requirement: 430
Turtle Hydra Rating Requirement: 210 Rating Requirement: 470
I-N-S-O-M-N-I-A-C-----W-A-S-----H-E-R-E
Wyvern Hell Moose Rating Requirement: 510 Rating Requirement: 666
Nyad Rating Requirement: 590
Nymph Rating Requirement: 620
Shark Bite
Spell Type : animistic Knowledge Requirement : have at least 75 points among 55% of animal lore skill, 100% of summoning skill, 75% of killer instinct skill, and 50% of swimming skill Rating Formula : 35% of invocation skill plus 50% of killer instinct skill plus 50% of tracking skill Rating Minimum : 50 Rating Maximum : 600 Base Energy Costs : thirty points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : visualize a spiritual shark biting <target>
Calling upon the spiritual aspect of the shark, this spell summons forth a shark spirit to bite a single target. Due to the spiritual and animistic nature of the spell, few others will see the spiritual shark, but will definitely notice the caster's elemental water responding to the presence of the shark spirit.
Siren's Song
Spell Type : animistic Knowledge Requirement : have at least 220 points among spirit lore skill, swimmingskill, legend lore skill, and seamanship skill Rating Formula : 30% of charisma plus 35% of summoning skill plus 100% of singing skill plus 50% of vocalization skill Rating Minimum : 50 Rating Maximum : 600 Base Energy Costs : thirty points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Siren Spirit upon <target>
The mighty song of the siren is able to penetrate the water for miles, resonating in it's full solemn tonality through its entire distance. This song is of such strength, that those nearby to the siren can be stunned by the raw sonic force emanating from the siren. Tales from the sea hold this song as responsible for driving sailors insane, sinking of entire ships, and the demise of entire crews. This spell emulates a small portion of that ability, sending a forceful blast from the caster's vocal aparatus into the local medium, with such power that it can stun a nearby opponent. The raw force of the blast is usually enough to stun even opponent who cannot hear, as the shockwaves penetrate through their physical form almost as easily as the songs travel through the water. It is also noted that despite the initial shockwave traveling forward towards an intended target, the soundwaves spread outwards, and have a tendency to mildly stun others nearby. It should also be noted that since the song is produced by the Siren Spirit, even if the caster's vocal apparatus is impaired in some way, the spirit will still sing through the caster.
Slow Eel Spirit
Spell Type : animistic Knowledge Requirement : have at least 70 points among swimming skill, spelunking skill, and animal lore skill Rating Formula : charisma plus enchantment skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : fifty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the sinuous Slow Eel spirit within <target>
The slow eel is an aquatic creature that has evolved to not only survive, but to thrive, in the brackish waters found deep within cave systems. They resemble normal eels with their long, sinuous bodies, though slow eels tend to be a bit thicker due to their ability to absorb nutrients directly through their soft skin. This allows them to still feed even in places where prey is scarce, but also makes their flesh very tasty, especially to the Thondur. Due to the lack of light in their surroundings, slow eels are essentially blind, and rely upon their other enhanced senses to guide them around. This spell takes certain aspects of the slow eels, and manifests them in the recipient of this spell. The main aspect is complete blindness, with other, minor sensory boosts in other areas.
Sonar Echo
Spell Type : animistic Knowledge Requirement : have at least 150 points among spirit lore skill, legend lore skill, and animal lore skill or Delphin skill of 65 or higher Rating Formula : 60% of charisma plus 100% of Delphin skill plus 50% of discipline skill plus 50% of summoning skill Rating Minimum : 100 Rating Maximum : 600 Base Energy Costs : seventy-five points of spiritual energy and fifty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Dolphin Spirit into <target>
This spell calls upon a portion of the Dolphin Spirit, the portion that allows the dolphin to navigate through even the murkiest waters with ease. Once the spirit enters the caster's body, many subtle changes take place. The most noticeable is the ease of which sie can navigate through hir surroundings. This is possible due to a modification of both the vocal aparatus and the hearing mechanisms. The vocal aparatus constantly emits a very low frequency, and the hearing mechanism is altered to be attuned to just that frequency. As sound waves bounce off of objects in the caster's surroundings, sie is able to 'hear' where they are. This is also an aid to many other maneuvers, such as allowing the caster to detect the small nooks and crannies that make a visually smooth wall much more climbable. Due to the necessity of this specialized frequency, the caster is unable to make any other sounds, nor is sie able to hear anything but the signal sie emits. As can be expected by such changes, the caster becomes incredibly sensitive to vibrations, especially those caused by sounds. Due to the capricious nature of the Dolphin Spirit, neither the boons nor disadvantages of this gift last very long, as the waves call the Dolphin Spirit to play once again.
Soothing Sounds
Spell Type : basic Knowledge Requirement : have at least 120 points among metaphysics skill, diplomacy skill, empathy skill, and legend lore skill Rating Formula : 30% of charisma plus 35% of empathy skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and fifteen points of elemental water energy Process to Cast Spell : visualize a small stream trickling by
The sound of running water is known far and wide to provide a calming effect to those near it. This spell amplifies that effect, causing such a calm serenity that all aggression in the immediate area stops.
Splash
Spell Type : elemental Knowledge Requirement : have at least 160 points among metaphysics skill and aquaturgy skill and have at least 10 quest points Rating Formula : 35% of aquaturgy skill plus 100% of evocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on condensing a sphere of water
This spell conjures forth a spherical mass of water, and attempts to compress it down to a much small volume, which in turn increases the pressure of the water. The pressurized water, once the force pressurizing it is released, ruptures outwards in all directions, splashing everyone in the general vicinity of the caster. While most creatures will not be horribly damaged by getting splashed by water, and will just be annoyed by the situation, it may irritate some enough to warrant attacking the caster. Beings of fire may not fare so well when doused with such a volume of water.
Squid's Ink
Spell Type : animistic Knowledge Requirement : have at least 50 points among underwater fieldcraft skill, summoning skill, and animal lore skill Rating Formula : 50% of aquaturgy skill plus 100% of imagination skill plus 50% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and five points of elemental water energy Process to Cast Spell : visualize the Spirit of the Squid making its escape from <target>
This spell summons forth the Squid Spirit, with the sole intention of projecting ink upon a specified target. The ink is very specialized, and not only blots out light, but actively absorbs a portion of it. The ink will forma cloud around the target, and follow the target wherever it goes, until the ink finally dissipates into the surrounding medium. Creatures that create their own light can overcome this darkness, though their light will be diminished by the ink itself.
Squidshrimp Spirit
Spell Type : animistic Knowledge Requirement : have at least 190 points among spirit lore skill, legend lore skill, and animal lore skill or insect lore skill of 25 or higher Rating Formula : 60% of charisma plus 25% of swimming skill plus 50% of imagination skill plus 50% of summoning skill Rating : 234 Rating Minimum : 100 Rating Maximum : 600 Base Energy Costs : seventy-five points of spiritual energy and fifty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Squidshrimp Spirit into <target>
Deep within the River Tethys lives an off creature known as the squidshrimp. Little is known about the ecology of the squidshrimp, but the Squidshrimp Spirit is aquatic enough that the elemental waters of Ordo Undine Proeliatori resonate harmoniously with it. There are strange interplays between the Squidshrimp Spirit and the forces of Chaos, such that if a chaotic being dines upon the flesh of the squidshrimp, it is quite tasty. On the other hand, if someone of order favour dines upon this same flesh, it tastes foul. When the Squidshrimp Spirit is summoned, it imparts some of this planar partiality upon the recipient. This boon comes in the form of alignment to Chaotic energies.
Starfish Spirit
Spell Type : animistic Knowledge Requirement : have at least 190 points among underwater fieldcraft skill, summoning skill, and animal lore skill Rating Formula : 50% of constitution plus 50% of enchantment skill plus 50% of invocation skill Rating Minimum : 100 Rating Maximum : 800 Base Energy Costs : seventy-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on calling the Starfish Spirit
The starfish is usually overlooked as a spiritual summon due to the fact that it adds nothing particular to neither offense nor defense, nor do any of the Sea Star's gift offer any immediate gratification. Most picture the starfish as a very simple animal that clings to the bottom of the sea, occassionally eating a clam or oyster, and doing very little else with its life before leaving an interestingly shaped corpse on the beach for vacationers to admire. One of the strengths of this humble creature is its amazing ability to regenerate limbs. By invokling the starfish spirit, a caster can call upon this ability to help out in times of need. Note well that the process is not immediate, as it would be with clerical magicks and divine intervention. Regrowing a limb takes time, and the larger the limb, the longer it will take. Even once a limb has been regrown, it will take some time before it is at full strength once again.
NB: This can stack up to Regen 5
Stingray Spirit
Spell Type : animistic Knowledge Requirement : have at least 90 points among animal lore skill and spirit lore skill Rating Formula : 30% of charisma plus 100% of summoning skill plus 75% of telesmatic weapon skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : thirty-five points of spiritual energy Process to Cast Spell : concentrate on summoning the Stingray Spirit
The stingrays that glide through the ocean are known just as much for their graceful movements in the water as for the sharp spine on their tails. This spell summons forth not an entire spiritual entity, but just the stinging tail portion. The effect is very similar to a harpoon being launched at the caster's target.
Summon Weather Gauge
Spell Type : enchantment Knowledge Requirement : have at least 50 points among metaphysics skill, navigation skill, and seamanship skill Rating Formula : 30% of intelligence plus 35% of intelligence analysis skill plus 50% of invocation skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : sixty-five points of spiritual energy Process to Cast Spell : visualize the balance between two sailing ships altered by a single gust of wind
The weather gauge is a nautical term used to describe the advantageous position of a fighting sailing vessel, relative to another. A ship is said to possess the weather gauge if it is in any position, at sea, upwind of the other vessel. Close proximity with the land, tidal and stream effects, as well as wind variability due to geography (hills, cliffs, etc.) may also come into play. An upwind vessel is able to maneuver at will toward any downwind point, since in doing so the relative wind moves aft. A vessel downwind of another, however, in attempting to attack upwind, is constrained to trim sail as the relative wind moves forward and cannot point too far into the wind for fear of being headed. In sailing warfare, when beating to windward, the vessel experiences heeling under the sideward pressure of the wind. This restricts gunnery, as cannon on the windward side are now elevated, while the leeward gun ports aim into the sea, or in heavy weather may be awash. A ship with the weather gage, turning downwind to attack, may alter course at will in order to bring starboard and port guns to appropriate elevations. This spell grants the caster a strategic, tactical, and situational advantage very similar to a ship having the weather gauge.
Toad Spirit
Spell Type : enchantment Knowledge Requirement : have at least 250 points among metaphysics skill, spirit lore skill, and animal lore skill Rating Formula : 60% of constitution plus 80% of enchantment skill plus 75% of summoning skill Rating : 298.1 Rating Minimum : 210 Rating Maximum : 900 Base Energy Costs : eighty-five points of spiritual energy and sixty points of elemental water energy Process to Cast Spell : concentrate on summoning the Toad Spirit into <target>
The Toad Spirit, while predominantly a land creature, is amphibious by nature. It requires a near constant supply of moisture to protect its delicate skin, which is known to carry numerous toxins. One of these toxins is applied to a given target when the Toad Spirit is summoned. Unlike a typical toxin which causes some sort of physical damage to the recipient, this substance leads the target to an altered state of perception. Such altered states are what the Toad Spirit in known for, and often why it is sought out.
Turtle Spirit
Spell Type : animistic Knowledge Requirement : have at least 20 points among 50% of metaphysics skill, 40% of spirit lore skill, 30% of swimming skill, and 75% of animal lore skill Rating Formula : 50% of intelligence plus 100% of memory skill plus 100% of summoning skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and fifteen points of elemental water energy Process to Cast Spell : concentrate on summoning the Turtle Spirit
The Turtle is hailed among the animistic spirits as an ancient traveler of the seas. He is wise in many things, and can impart some of that wisdom unto Ordo members who invoke him. This comes in the form of identification of unknown objects. When summoned while there are unknown objects nearby the caster, the Turtle Spirit will appear, identify the items, and then depart to travel the seas some more. If there are no unknowns in the area, the Turtle will still visit, gaze upon the caster, and then depart again as if nothing had happened.
Walrus Spirit
Spell Type : animistic Knowledge Requirement : have at least 160 points among arctic fieldcraft skill, underwater fieldcraft skill, and animal lore skill or have at least 80 quest points Rating Formula : 1% of water affinity skill plus 50% of invocation skill plus 50% of aquaturgy skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : twenty-five points of spiritual energy and twenty-five points of elemental water energy Process to Cast Spell : concentrate on summoning the Walrus Spirit
The walrus is an easily recognizable creature due to its large pair of tusks. These distinctive tusks are used for a variety of purposes, from scraping food, to sinking into ice to haul the mass of the walrus out of the water, to use as a weapon during mating season and in self defense. The Walrus Spirit, when properly invoked, enhances the caster's ability to use their guild weapon, both in direct combat and in more subtle ways.
Wash Away the Pain
Spell Type : utility Knowledge Requirement : have at least 120 points among diagnosis skill, biology skill, and metaphysics skill or have at least 120 points among first aid skill, intelligence, and metaphysics skill Rating Formula : 30% of charisma plus 100% of first aid skill plus 35% of aquaturgy skill plus 50% of anatomy skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : twenty points of elemental water energy Process to Cast Spell : visualize waves of water washing away the pain in <target>
This is a universalized spell that draws upon water's ability to wash away
the pain and suffering inflicted upon the target. While the healing properties of this water pale in comparison to the powers of a cleric, the results cannot be overlooked. Repeated exposure to healing waters has been known to alleviate enough pain so as to mend broken bones, clean wounds, and restore flesh to its original health and vigour.
Water Ball
Spell Type : elemental Knowledge Requirement : metaphysics skill of 5 or higher Rating Formula : 50% of evocation skill plus 75% of aquaturgy skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : ten points of spiritual energy and three and a half points of elemental water energy Process to Cast Spell : visualize a ball of water striking <target>
This is a very simple and straight-forward attack spell. It channels the caster's water energy into a nearly solidified ball of churning water and launches it at a single target.
Water Enchantment
Spell Type : animistic Knowledge Requirement : have at least 120 points among metaphysics skill and arcane lore skill and have at least 80 points among weapon lore skill and enchantment skill Rating Formula : 50% of aquaturgy skill plus 100% of enchantment skill Rating Minimum : 50 Rating Maximum : 800 Base Energy Costs : seventy-five points of spiritual energy and forty-five points of elemental water energy Process to Cast Spell : visualize a spirit of water residing within <weapon>
This spell adds a watery essence to an individual weapon. The summoning and binding of water spirits is never an exact science, but there does tend to be a propensity for more volatile elemental spirits to 'volunteer' to be embedded into weapons. Where this aggression comes from, or why, is left to the spirits to ponder. The end result is that a weapon that this is cast upon will be shrouded in water, and do additional damage at times in combat.
Water Lance
Spell Type : animistic Knowledge Requirement : have at least 150 points among 50% of spear skill and 100% of metaphysics skill Rating Formula : 30% of spear skill plus 30% of pole arm skill plus 25% of aquaturgy skill plus 30% of evocation skill Rating Minimum : 80 Rating Maximum : 800 Base Energy Costs : fifty-five points of spiritual energy and thirty-five points of elemental water energy Process to Cast Spell : visualize a lance of water striking <target>
This spell generates a massive spear of nearly solidified water, that the caster can direct at a single foe. Not only is it more powerful than a simple water bolt, it also takes more resources and more time to cast.
Water of Life
Spell Type : elemental Knowledge Requirement : have at least 280 points among first aid skill, empathy skill, unmodified aquaturgy skill, and metaphysics skill Rating Formula : 35% of empathy skill plus 50% of aquaturgy skill plus 75% of evocation skill Rating Minimum : 50 Rating Maximum : 650 Base Energy Costs : forty points of spiritual energy and twenty points of elemental water energy Process to Cast Spell : visualize healing waves resonating outward
The caster of the Water of Life spell is a practicioner of altruism. The spell has many healthful benefits and restoratve properties, but it only affects those close to the caster who have befriended hir. The caster hirself gets none of these benefits, despite being one's own best friend. Opponents, innocent bystanders, and inanimate objects are just as exempt from the healing effects as the caster.
NB: This is an area healing effect that heals all of the caster's allies and befriended individuals in the same room..
Watery Grave
Spell Type : basic Knowledge Requirement : have at least 40 points among legend lore skill, seamanship skill, and swimming skill Rating Formula : 100% of swimming skill plus 50% of underwater fieldcraft skill plus 50% of aquaturgy skill plus 10% of invocation skill Rating Minimum : 0 Rating Maximum : 800 Base Energy Costs : two and a half points of spiritual energy Process to Cast Spell : visualize the last bubbles of air escaping from <target>
Water is usually associated with life, but such is not always the case. Sailors have a long tradition of attributing a death at sea to a soul being claimed by Davey Jones. On numerous occasions, those better suited to land have watched their last bubbles of air drift upward as their physical body continues its downward plunge to the darkened depths of the ocean, where Davey Jones is said to dwell. This spell mimics that final plunge, dispatching a mortally wounded foe by calling upon the Spirit of Davey Jones to claim his prize.
Whale's Might
Spell Type : animistic Knowledge Requirement : have at least 50 points among massive exertion, spirit lore, load bearing, and animal lore Rating Formula : unmodified strength Rating : 137.35 Rating Minimum : 35 Rating Maximum : 300 Base Energy Costs : fifty-five points of spiritual energy and thirty-five points of elemental water energy Process to Cast Spell : visualize the strength of the whale within <target>
Among the largest of the marine animals, the whale has long been known for its strength. In part due to its size and mass, a whale has the ability to drag whaling ships behind it for miles. This same strength allows it to swim to great depths, and to fend off attacks from the fierce predators who would attempt to feed upon them. This spell draws upon that strength, imbuing the caster with strength that far exceeds their physical form. It also draws upon the great size and bulk of the whale to assist in lifting larger items by spreading the lifting surface over a wider area of the object being lifted.