Water Magic

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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)
CTI R. Dur. Res. Notes
1 sn eff (-) cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect
(SM/VSM)
CTI R. Dur. Res. Notes
3 sn eff (-) cti r d no xyz
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