Creo Aquam Spells
Douse the Fiend of Flame: Gen
THEN: Near, Inst
Puts out a fire elemental if you can beat its Summon Factor on die + Level.
NOW: Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of fire, such as a Fire Elemental. If the spell penetrates the creature's Magic Resistance, the Elemental loses Might equal to the spell’s level.
(Base effect, +2 Voice)
Burden of the Watery Load: 5
THEN: Near, Inst
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. The target will also leave wet footprints.
NOW: Level: 10 , R: Voice, D: Diam, T: Ind
Attack and Defense in Combat are reduced by this extra Encumbrance if the total exceeds the target’s Strength.
(Base 3, +2 Voice, +1 Diam)
NOTE: I really like this spell and effect!
Douse the Fire: 5
THEN: Near, Inst
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.
NOW: Level: 5, R: Voice, D: Mom, T: Ind
(Base 3, +2 Voice)
Lungs of Water and Death: 35
THEN: Near, Inst, Perdo
Fills a target’s lungs full of water, drowning it. The target must roll a Stm roll of 8+ or drown within 3 minutes. Casting prerequisites: Animalem: animals; Corporem: people.
NOW: Level: 25, R: Voice, D: Diam, T: Ind
Casting Requisites: Animal, Corpus
(Base 4, +2 Voice, +1 Diam, very unnatural +2)
UPDATED: Dropped the "part" target per Fruny's suggestion, reduced the "unnatural" a bit, but kept the diam duration as I think that is sufficient to justify the save to survive, plus what's a minute amoung friends?
Muto Aquam
Water to Wine: 5
THEN: Reach, Sun/Perm, Herbam
Changes a bottleful of water into decent wine. The many variations of this spell create different type of wines of varying qualities.
NOW: Level: 10 , R: Touch, D: Sun, T: Ind
Changes a large cask of water into decent wine.
(Base 3, +1 Touch, +2 Sun)
UPDATED: Removed Herbam req per Fruny's suggestion.
Ice Lock: 30
THEN: Sight, Spec, Terram
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).
NOW: Rego Aquam Level: 35, R: Sight, D: Sun, Target: Part
(Base: 3, +3 Sight, +2 Sun, +1 Part, +2 Size)
UPDATE: Fruny rightly notes that the freezing slowly is a special effect of this spell, which could just as easily be much much quicker. I would happily make a spell that gives up this amount of power a magnitude lower if it were proposed of my saga. Otherwise, I assume the wizard who invented it had a good reason to make the ice for slowly (to allow ships to retreat , or not be overtly magical).
Perdo Aquam
Destroy Spirit of the Water: Gen
THEN: Near, Inst
Destroys any water elemental if you can match its Summon Factor on a die +Level -5.
NOW: 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: Gen
THEN: Near/Spec, Sun
You can control a water elemental if you can roll its Bind Factor or higher on a die + Level. 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.
NOW: 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.
(Base 25, +2 Voice, +2 Sun)
Summon Spirit of the Water: Gen
THEN: Reach, Spec, Ritual, Vim
You can summon any type of water elemental you know of if you can roll its Summon factor on die + Level. 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.
NOW: Level: Gen, R: Arc, D: Sun, T: Ind
(Base ??, +3 Arc, +2 Sun, + Summoned‘s Might)
NOTE: Are there even animal intelligence non-fairy elementals in ArM5, or have these been purposefully kicked out as being non-authentic? If these sort of elementals are still “around†do they inhabit all sorts of areas that their elements are in, so the distance transported is small?
Gift of the Floating Wood: 10
THEN: Near, Sun (Spec)
Lets any object or creature of Size +3 or smaller float in water. Lasts until the object leaves the water or Sun.
NOW: Level: 30, R: Voice, D: Sun, T: Ind
Casting Req: Based on Form
(Base 5, +2 Voice, +2 Sun, +1 Size)
UPDATE: 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.