Spells (Ordo Undine Proeliatori)
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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 : 293.8 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.
Development Information : This spell was created by Lysator; the source code was last updated Wed Jul 06 12:50:57 2011.
Aqueous Form
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 : 737.6 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 : 169.85 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 : 335.6 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 : 162.35 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 : 119.2 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 : 170.8 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
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 : 84.9 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 : 145.2 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 : 141.5 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 : 273.05 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
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 : 341.2 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 : 375.6 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 : 234.35 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 : 324.65
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
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 : 111.35 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 : 145.4 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 : 68.6 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 Spirit
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
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 : 298.75 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
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 : 226.3 Rating Minimum : -10 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
Rainbow Mist
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 : 226.3 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 : 303.35 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
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 : 349.3 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
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 : 383.8 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 : 316.3 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
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 : 294.31 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 : 217.9 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
Water Enchantment
Water Lance
Water of Life
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 : 695 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 : 119.8 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 : 550 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 : 93.7 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 : 141.25 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 : 49 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 : 131.44 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.