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The spectrum of water involves any control of the specific substance that only a few sages and modern technology know is made up of two pyrogen and one aerogen particles. Water is often seen as a the healing element, cleansing and purifying substances, diluting acids and neutralizing toxins. However, water can be a powerful destroyer as well. The second densest of the primal elements of matter, water provides significant knockback when used aggressively, often doing more in the way of moving things than actually damaging them. Water spells tend to progress through levels of control like the other primal elements.

There are those who make a pact with the Realm of Water and use only water magic exclusively. Such a sorcerer is referred to as a Hydromancer. On Loar, this means they have access to a very wide range of water-based spells almost immediately (all water Spell Skills start with 2 TP), they gain a +10 to summon water elementals, and can eventually reach a state called Incarnate, where they become a creature of living water for a time and therefore a creature of great power. However, they are limited only to water spells. The moment they cast a spell of any other kind, elemental or not, they lose their connection to the Realm of Water, all the bonuses, and the Incarnate state and become just a regular mage.

Water's Primary Characteristic is Constitution.

Spell Construction DS = 1.

Water Damage Edit

Water spells that do damage or come into contact with a target tend to drench these targets and often do considerable knockback or move the target in other ways.

Water vs. Water Edit

Water and water-based creatures are typically immune to water damage.

Water vs. Fire Edit

Water does double damage against fire-based objects or creatures or fire-based systems such as a Wall of Fire. Water spells or constructs also automatically douse mundane candles, torches, and campfires they come in contact with as these things cannot resist the magical intensity of the water. Bonfires and larger or more intense fires can resist.

Ice spells, however, deal only half damage against fire based constructs.

Water vs. Air Edit

Water and air, both being fluid, tend to flow around each other or even work together in harmony, such as in storms. As such, water gains no special advantage over air, nor any weakness against it.

Water vs. Earth Edit

Water against Earth tends to be coralled or blocked, but it can find the larger seams and cracks. Also, water that is powerful enough can destroy earth-based containers through a build up of hydraulic pressure. Ice, if intense enough, can cause stone, metal, and crystal to shatter. However, typically earth and water work in harmony to promote life, such as in gardens and in the wild. Water gains no typical advantage over Earth generally speaking.

Water Spell List Edit

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Navigation Edit

Primal Spectra Edit

Life Spectra Edit

Natural Spectra Edit

Deep Spectra Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - AppendixEdit

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