The Green Syllabus

This is the core teaching syllabus for the Water College of the Brotherhood of Magic, Brighthelm.

More information on Water magic is to be found in the Water College player guide.

Level 0: Create Water

Range: Touch
Duration: Instant
Effect: Up to a pint of water appears at your fingertips. Using this to drench people OOC is not nice; if you really want to, get permission first. You must provide the water. Most people will react appropriately to being doused without the use of actual water.

Level 1: Shell of Ice

Range: Target
Duration: 5 seconds
Effect: Call "Target, STASIS 5!" as a thin shell of ice grows up from the ground, momentarily encasing your target.

Level 1: Talk to Animal or Plant

Range: Self only
Duration: 5 minutes
Effect: You gain the ability to converse with one specific animal or plant. Get a ref first if you want an answer… Useful answers are not guaranteed; many animals and plants are very stupid. The only information you can reliably extract from a plant is the name (and a vague idea of the use) of a herb, and information based on the sense of touch (has the plant been trampled / leaned on / climbed recently? is someone hiding in it?); animals will be able to tell you if there has been activity in the area, but will generally be fairly sketchy about the details.

Level 2: Liquefy Item

Range: Target
Duration: Instant
Effect: Call "Target, DISARM that [item]!" as a single indicated item turns to water and flows through the wielder's hands. It returns to solidity immediately thereafter. Strangely, this spell does not work on clothes or other worn, rather than carried, items.

Level 2: Converse with Liquid

Range: Self only
Duration: 5 minutes
Effect: You gain the ability to speak with any liquid. Get a ref first if you want an answer… The intelligence of a liquid depends how much of it there is - potions tend to be very stupid, whereas a strong river might well know and understand anything that had happened upstream of where you cast the spell. A potion will tell you what general kind of potion it is (healing, poison, special), but may take cajoling or knowledge of alchemy to get any better answer from (special potions are more likely to be proud of what they are and tell you about themselves).

Level 3: Entangle

Range: Target
Duration: 30 seconds
Effect: Call "Target, STASIS 30!" as plants and watery tendrils grow out of the ground or nearby water and hold the target still. They may be freed by taking damage, as the tendrils are not very tough.

Level 3: Patch of Ice

Range: Target
Duration: 10 seconds
Effect: Call "Target, STRIKEDOWN 10!" as the ground beneath the target suddenly turns to water-coated ice for a few seconds and they spend ten seconds getting to their feet again.

Level 4: Chameleon

Range: Self
Duration: 5 minutes (or until broken)
Effect: Make the FADE gesture for 5 seconds. You are invisible. Your skin and clothing have taken on the colours of your surroundings and change with them. This invisibility is broken by moving, as well as by any of the other standard methods - attacking, starting a vocal or being within the range of a MASS or WIDE DETECT spell that you respond to.

Level 4: Become the River

Range: Self
Duration: 5 minutes
Effect: Your body turns into insubstantial living water. You become resistant to physical and magical damage (take one less degree) and may not take any action apart from moving around and talking.

Level 5: Liquefy Items

Range: Mass
Duration: Instant
Effect: Call "MASS FULL DISARM!" as all weapons and other held items within ten feet of you become liquid and run out of their wielders' hands. Strangely, this spell does not work on clothes or other worn, rather than carried, items.

Level 5: Icebind

Range: Target
Duration: 10 seconds
Effect: Call "Target, PARALYSE 10" as the target turns to living ice! They cannot move for ten seconds.

Level 6: Chameleon Other

Range: Touch
Duration: 5 minutes (or until broken)
Effect: The person touched becomes invisible (after making the FADE gestuer for 5 seconds.) Their skin and clothing have taken on the colours of their surroundings and change with any changes. This invisibility is broken by moving, as well as by any of the other standard methods, as for Chameleon.

Level 6: Water Cannon

Range: Target
Duration: 5 minutes
Effect: A jet of water sprays from one of the caster's hands with considerable force. The caster can use one "REPEL 10" on any target of their choice within range every 10 seconds (for a total of 30 times); they must hold the relevant hand palm-outwards in the general direction of that target while the repel is in effect, although they can use the other hand as usual.

Level 7: Torrent of Changing

Range: Wide
Duration: Instant
Effect: Call "WIDE DISARM!" as all weapons and other held items in the surrounding area turn to water and run out of their wielder's hands.

Level 7: Circle of Ice

Range: Mass
Duration: Instant
Effect: Call "MASS PARALYSE 10!" as a wave of ice radiates out from you and freezes the surrounding people solid. You, of course, are unaffected.

Level 8: Flood

Range: Mass
Duration: 60 seconds
Effect: Call "MASS STRIKEDOWN 60" as water gushes from the caster into the surrounding area, freezing around the feet of those caught nearby and knocking them over; the ice takes a minute to melt away, during which time they cannot regain their footing.

Level 8: Strength of the Sea

Range: Self
Duration: 5 minutes
Effect: You may replace your damage call by weapon blow with GREEN SINGLE REPEL 5 for the next 5 minutes

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