Water Magic
From Sagataflwiki
The Water Magic Realm contains Spells that lets the caster manipulate water in various ways, and also Summon and Dominate Water Elementals.
Summoning a Water Elemental should be done inside a Pentagram, for safety, and the Summoner will usually want to have a high Dominate Summoned stat. It must also be emphasized that there are no attack Spells in this Realm.
In some other RPG systems, water magic Spells can also create frost, cold or ice effects. Water Magic Spells can do a very little at that, but with difficulty. If this is desired, Spells from the Frost Magic Realm are much better to use.
Along with Air Magic, Water Magic is a prerequisite Realm for the Weather Magic Realm.
Contents |
The Realm of XYZ
General information about the Realm
Simple Spells
Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.
sub-Realm
sub-Realm
Build Spells
Put all Spells here that use Build Points
Build Point Usage
Define here all the things that Build Points may be spent on
Related Item Abilities
Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.
Pertinent Enchantments
Alternate sub-Realms
Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy
The world
World impact
The Ärth setting
Design Notes
Log of important changes
Quick mini-glossary
See also
Elemental for the general rules on Elementals and
Water Elemental for those rules that are particular to Water Elementals.
Tables
Table for Spells:
SL | Spell name | Effect (SM/VSM) | R. | Dur. | Res. | Notes |
---|---|---|---|---|---|---|
1 | sn | eff (-) | r | d | no | xyz |
Table for Greater Spells:
GSL | Spell name | Effect (SM/VSM) | R. | Dur. | Res. | Notes |
---|---|---|---|---|---|---|
3 | sn | eff (-) | r | d | no | xyz |