Creo Aquam Spells
Douse the Fiend of Flame
Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of fire, such as a Fire Elemental. A base level 10 spell will inflict a Light Wound, 20 a Medium, 30 a Heavy, 40 an Incapacitating, and 60 will kill it.
(Base effect, +2 Voice)
Burden of the Watery Load
Level: 10, R: Voice, D: Diam, T: Ind
Water forms on one target. Unless the target is naked, the water will soak into furs and clothes, increasing the target’s Load by at least one point. Attack and Defense in Combat are reduced by this extra Encumbrance if the total exceeds the target’s Strength. The target will also leave wet footprints.
(Base 3, +2 Voice, +1 Diam)
Douse the Fire: 5
Level: 5, R: Voice, D: Mom, T: Ind
Creates water in a fire and puts it out if the fire is no larger than a bonfire. This spell causes a good deal of steam.
(Base 3, +2 Voice)
Lungs of Water and Death
Level: 30, R: Voice, D: Sun, T: Ind
Casting Requisites: Animal, Corpus
Fills a target’s lungs full of water, drowning it. The target must make Stamina rolls every 30 seconds, starting at a difficulty of 3, or lose 1 Fatigue Level. The Ease Factor rises by 1 every 30 seconds. Wounds are taken after the target is out of Fatigue. See "Deprivation" on pg 180 of ArM5.
(Base 4, +2 Voice, +2 Sun, very unnatural +2)
Muto Aquam
Water to Wine:
Level: 10 , R: Touch, D: Sun, T: Ind
Changes up to a large cask of water into decent wine. The many variations of this spell create different type of wines, however quality is based on a Int + Finesse roll.
(Base 3, +1 Touch, +2 Sun)
Ice Lock
Rego Aquam Level: 35, R: Sight, D: Sun, Target: Part
Over the course of an hour, one body of water up to the size of a small lake (no more than 2 miles in diameter) freezes. If the water is running, it will either freeze up (if it is small) or fill with ice floes (if it is large).
(Base: 3, +3 Sight, +2 Sun, +1 Part, +2 Size)
Perdo Aquam
Destroy Spirit of the Water:
Level: Gen, R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of water, such as a Water Elemental. If the spell penetrates the creatures Magic Resistance, the Elemental loses Might equal to the spell’s level.
(Base effect, +2 Voice)
Rego Aquam
Bind Spirit of the Water
Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of water, and may give it one complex command at a time. The creature may resist a specific command on an Intelligence or Cunning roll of 12+, but this does not end the spell.
If the elemental is already bound by a higher level binding spell, your spell will not work. A botch means the elemental will attack you to the best of its ability. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
(Base 25, +2 Voice, +2 Sun)
Summon Spirit of the Water
Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any water elemental if you know of it and have an Arcane Connection to it. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, water from a well would serve as a connection to any elemental that inhabits such places. The level of the spell must exceed the Magic Might of the elemental to be summoned. You must summon the elemental out of its natural element. A botch you means you have summoned the wrong kind of elemental, perhaps an unusually strong or hostile one.
(Base Gen, +3 Arc, +2 Sun)
Gift of the Floating Wood
Level: 30, R: Voice, D: Sun, T: Ind
Casting Req: Based on target's Form
Lets any object or creature of Size +3 or smaller float in water. Lasts until the object leaves the water or Sun.
(Base 5, +2 Voice, +2 Sun, +1 Size)
NOTE: This spell acutally makes the water float the object, unlike a Rego Terram or Corpus that makes the object lighter than water. Just another way to do the same effect that favors the Aquam mage.