====== Water ====== Water is fertile, fluid, and constructive. It represents changeability and the emotions in general. A mage concerned with Water is likely to be somewhat wishy-washy and emotional. ===== Calm Storm ===== | **Calm Storm** | 50 | 4 Stack | - | Casting Calm Storm removes one level from a Storm and affects one 6 mile hex (see [[Weather|section 9.2]]). ===== Calm Waters ===== | **Calm Waters** | 15 | 15 Stack | 30 Minutes | Each casting reduces wave height by one foot in a 6 mile hex. It works on any kind of wave including the Raging Waters spell. The spell can remain in one place or move with a boat. ===== Confusion ===== | **Confusion** | 10 + INT | 1 Stack | 10 Phases | Confusion causes the target to forget all strategies and tactics; where he is supposed to be and even which side he is on. The target will hold his ground and do nothing. If attacked he will defend and strike back, retreating if necessary. ===== Healing ===== | **Healing** | 4 | Inf Stack | - | Each casting removes one PD. This ability works only on Physical Damage. Disabling Injuries remain until all healing is completed. ===== Quell Riot ===== | **Quell Riot** | 4/7/12/20/30/40 | 3 Stack | 10 Minutes | Once a riot starts (see [[Mob Actions and Riots|section 9.10]]) Quell Riot may be used to stop it. Each casting reduces the chance of rioting by 20%. At least 30% of the crowd must be affected for the riot chance to decrease. The above costs are for affecting 1/2/5/10/20/50 people. "**Look! The bleeding stopped! Uh oh.**" \\ Ictentrid the Noseless, \\ His Last Words ===== Quicken Blood ===== | **Quicken Blood** | 12 + STR | 2 Stack | 2 Minutes | This spell thins the target's blood, making it flow easier. If the target is injured while under the effects of this spell, Physical Damage (PD) is increased by 50%. Stacking adds another 50% increase to PD. This spell cancels the effects of a Thicken Blood spell. ===== Rain ===== | **Rain** | 30 | 4 Stack | Special | Each casting of Rain adds one to the Rain level (see [[Weather|section 9.2]]). This effect covers one 6 mile hex. ===== Reflection ===== | **Reflection** | 3 | Inf Stack | 2 Hours | For each casting, one MF of incoming spell can be turned back on the caster. Like Grounding and Transfer, the MF in Reflection is used up when a spell strikes it. For example, 90 MF in Reflection will reflect a maximum of30 MF. A 10 MF spell hitting it would use up 30 MF of Reflection. When a spell is reflected, the caster gets his normal Resist Roll against it. All of the caster's defenses operate, including Grounding, Transfer, and his own Reflection spell. ===== Shapechange ===== | **Shapechange** | 40 + STR | 1 Stack | 12 Hours | Shapechange works only on the caster himself. It allows him to assume the shape of whatever creature he can visualize. He will have any normal physical abilities the creature possesses, but no special magical or other powers. The caster maintains his own weight and size no matter what form he chooses. This means he would make a very large bird, or a very small bear. It takes 2 minutes to complete a Shapechange. In the changed form the mage cannot cast magic but retains all magical defenses. ===== Weakness ===== | **Weakness** | 15 + STR | 2 Stack | 1 Minute | Each casting of Weakness subtracts .5 from the target's Combat Speed, Damage Bonus, and Base Action Time. Water [R-FRP4-8.1.8.7]