Spells (Ordo Undine Proeliatori)

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==Mooli Muli Bird== ==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.
==Navigator's Eye== ==Navigator's Eye==

Revision as of 18:34, 13 July 2011

Contents

Current Spells

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, summoning skill, animal lore skill, and seamanship skill
Rating Formula              : 30% of constitution plus 35% of enchantment skill plus 50% of invocation 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 calling 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 summoning skill
Rating Formula              : enchantment skill plus invocation 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       : visualize a barrier around <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.

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.

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

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.


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.

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's Harvest

Penguin Spirit

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

Shape Water Elemental

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, swimming skill, 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

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

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.

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

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.

Superconductor

Turtle Spirit

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

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
   skill, summoning skill, load bearing skill, and animal lore skill
 Rating Formula              : 65% of charisma plus 65% of underwater
   fieldcraft skill plus 75% of invocation skill
 Rating Minimum              : 50
 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 the strength of the whale

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
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
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 Minimum              : 136
Rating Maximum              : 550
Base Energy Costs           : twenty-five points of spiritual energy and five points of elemental water energy
Process to Cast Spell       : concentrate on summoning the Seahorse Spirit

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)

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