| Name | ||
|---|---|---|
| Save - Res | Level | Comps |
| Dur | Range | Recharge |
| Description | ||
| Airy Water | ||
| Seafolk 6, Sor/Wiz 5 | ||
| 1 hour | ||
Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. |
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| Anarchic Storm (M) | ||
| Arc 3, Clr 3 | ||
| General | ||
Chaotic-aligned rain falls in 20-ft. radius. |
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| Animate Water | ||
| Arc 1, Drd 1, Wuj 1 | ||
| General | ||
Turn quantity of water into Small water elemental. |
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| Axiomatic Storm (M) | ||
| Arc 3, Clr 3, Pal 3 | ||
| General | ||
Lawful-aligned rain falls in 20-ft. radius. |
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| Axiomatic Water (M) | ||
| Arc 1, Clr 1, Pal 1 | ||
| General | ||
Makes lawful-aligned axiomatic water. |
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| Blackwater Taint | ||
| Blackwater 6, Sor/Wiz 6 | ||
| General | ||
Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. |
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| Blackwater Tentacle | ||
| Arc 5, Blackwater 5, Drd 5, Sor/Wiz 5 | ||
| General | ||
Create blackwater tentacle that attacks your foe. |
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| Blood to Water | ||
| Arc 7, Clr 7 | ||
| General | ||
2d6 Constitution damage to subjects. |
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| Call Kolyarut (XP) | ||
| Arc 7, Clr 7, Sor/Wiz 7 | ||
| General | ||
A kolyarut aids you in punishing an oath-breaker. |
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| Call Marut (XP) | ||
| Arc 9, Clr 9, Sor/Wiz 9 | ||
| General | ||
A marut aids you in pursuing one seeking to cheat time. |
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| Call Zelekhut (XP) | ||
| Arc 5, Clr 5, Sor/Wiz 5 | ||
| General | ||
A zelekhut aids you in hunting a fugitive. |
||
| Checkmate's Light | ||
| Arc 3, Clr 3, Pal 2 | ||
| General | ||
Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic. |
||
| Cloud Chariot | ||
| Wuj 8 | ||
| 1 hour | ||
Subjects fly at 600 miles an hour for 10 minutes. |
||
| Cloudburst | ||
| Arc 1, Drd 1 | ||
| 1 hour | ||
Rain obscures vision, extinguishes fires, and hampers missiles. |
||
| Control Currents | ||
| Arc 4, Drd 4 | ||
| General | ||
Changes current direction and speed. |
||
| Control Water | ||
| None; see text - No | APeace 4, Arc 4, Clr 4, Drd 4, Shu 4, Sor/Wiz 6, Water 4, Watery Death 3, Wuj 6 | V, S, M/DF |
| 10 min./level (D) | Long | 1 hour |
Raises or lowers bodies of water. |
||
| Create Water | ||
| None - No | Adp 0, APeace 0, Arc 0, Clr 0, Creation 1, Drd 0, Hlr 0, Pal 1, Shu 0 | V, S |
| Instant | Close | 30 minutes |
Creates 2 gallons/level of pure water. |
||
| Curse of Spilt Water | ||
| Arc 6, Drd 6, Sor/Wiz 6 | ||
| General | ||
Transforms an enemy into water. |
||
| Dark Tide | ||
| Blackwater 7 | ||
| 6 hours | ||
Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour. |
||
| Depthsurge | ||
| Arc 8, Drd 8, Seafolk 8, Sor/Wiz 8 | ||
| General | ||
Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships. |
||
| Dictum | ||
| None or Will negates; see text - Yes | Arc 7, Clr 7, Dwarf 7, Inquisition 7, Law 7 | V |
| Instant | 40 ft. | General |
Kills, paralyzes, slows, or deafens nonlawful subjects. |
||
| Dispel Chaos | ||
| See text - See text | Arc 5, Clr 5, Law 5, Pal 4 | V, S, DF |
| 1 round/level or until discharged, whichever comes first | Touch | General |
+4 bonus against attacks by chaotic creatures. |
||
| Drown | ||
| Arc 6, Drd 6, Watery Death 6 | ||
| General | ||
Target immediately begins to drown. |
||
| Mass Drown | ||
| Arc 9, Drd 9, Watery Death 9 | ||
| General | ||
As drown, but affects multiple creatures. |
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| Extract Water Elemental | ||
| Arc 6, Drd 6, Sor/Wiz 6 | ||
| General | ||
Pulls water from victim, forms water elemental. |
||
| Flashflood | ||
| Arc 8, Clr 8, Drd 8 | ||
| General | ||
Wave of water smashes everything in its path and floods area. |
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| Geyser | ||
| Arc 3, Drd 3, Sor/Wiz 2 | ||
| General | ||
Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels. |
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| Heavenly Host | ||
| Arc 9, Clr 9, Sor/Wiz 9 | ||
| 1 hour | ||
Summons archons to fight for you. |
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| Hellish Horde | ||
| Arc 9, Clr 9, Sor/Wiz 9 | ||
| 1 hour | ||
Summons devils to fight for you. |
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| Holy Storm (M) | ||
| Arc 3, Clr 3, Pal 3 | ||
| General | ||
Good-aligned rain falls in 20-ft. radius. |
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| Lawful Sword | ||
| Arc 4, Pal 4 | ||
| General | ||
Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos. |
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| Loyal Vassal | ||
| Arc 2, Pal 2 | ||
| 1 hour | ||
Ally gains +3 against mind-affecting effects and cannot be compelled to harm you. |
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| Maelstrom | ||
| Arc 8, Blackwater 8, Drd 8, Ocean 8 | ||
| General | ||
Waterspout sucks in and damages creatures. |
||
| Magic Circle against Chaos | ||
| Will negates (harmless) - No; see text | Arc 3, Clr 3, Law 3, Pal 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF |
| 10 min./level | Touch | 4 hours |
As protection spells, but 10-ft. radius and 10 min./level. |
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| Mantle of Law | ||
| Arc 3, Clr 3, Pal 3 | ||
| 1 hour | ||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
||
| Mark of Water | ||
| Sor/Wiz 2 | ||
| 6 hours | ||
Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell. |
||
| Greater Mark of Water | ||
| Sor/Wiz 4 | ||
| 6 hours | ||
See Text |
||
| Mechanus Mind | ||
| Sor/Wiz 2 | ||
| 30 minutes | ||
Reformat subject's mind to be coldly calculating. |
||
| Mudslide | ||
| Arc 6, Drd 6, Sor/Wiz 6 | ||
| General | ||
Landslide buries, mires creatures within a 40-ft. radius. |
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| Nixie's Grace | ||
| Brd 6 | ||
| General | ||
You gain a swim speed, water breathing, low-light vision*, damage reduction* 5/cold iron, and enhancements to Dexterity and Wisdom. |
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| Order's Wrath | ||
| Will partial; see text - Yes | Law 4 | V, S |
| Instant (1 round); see text | Medium | General |
Damages and dazes chaotic creatures. |
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| Pressure Sphere | ||
| Arc 2, Blackwater 2, Drd 2, Sor/Wiz 2 | ||
| General | ||
Water pressure deals 4d6 damage to submerged targets. |
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| Protection from Chaos | ||
| Will negates (harmless) - No; see text | Adp 1, Arc 1, Clr 1, EmBarachiel 1, HB 1, Law 1, Pal 1, Sor/Wiz 1, Wuj 1 | V, S, M/DF |
| 1 min./level (D) | Touch | 5 minutes |
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
||
| Raise From The Deep | ||
| Sor/Wiz 4 | ||
| General | ||
Creature or sunken ship made buoyant. |
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| Red Tide | ||
| Arc 8, Drd 8 | ||
| General | ||
Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure. |
||
| Rushing Waters | ||
| Arc 5, Drd 5, Watery Death 4 | ||
| General | ||
Wave makes bull rush attack. |
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| Shark Bolt | ||
| Arc 4, Clr 4, Sor/Wiz 3 | ||
| General | ||
Summons sharks made of water to attack your enemies. |
||
| Shield of Law (F) | ||
| See text - Yes (harmless) | Arc 8, Clr 8, Inquisition 8, Law 8 | V, S, F |
| 1 round/level (D) | 20 ft. | General |
+4 to AC, +4 resistance, and SR 25 against chaotic spells. |
||
| Submerge Ship | ||
| Sor/Wiz 7 | ||
| General | ||
You control ship mentally while it travels underwater. |
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| Summon Bearded Devil | ||
| Arc 4, Clr 4 | ||
| General | ||
Summon a bearded devil to follow your commands. |
||
| Summon Hound Archon | ||
| Arc 4, Clr 4 | ||
| General | ||
Summon a hound archon to follow your commands. |
||
| Sun Scepter | ||
| Arc 6, Clr 6 | ||
| General | ||
Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities. |
||
| Swim | ||
| Arc 2, Drd 2, Sor/Wiz 2, Wuj 2 | ||
| 1 hour | ||
Subject gains a swim speed equal to their land speed. |
||
| Mass Swim | ||
| Arc 4, Drd 4 | ||
| General | ||
As swim, but one creature/level. |
||
| Tidal Surge | ||
| Arc 6, Drd 6, Ocean 5 | ||
| General | ||
Wave of water deals 1d8/two levels damage and bull rushes. |
||
| Tsunami | ||
| Arc 9, Drd 9 | ||
| General | ||
Massive wave deals 1d6 bludgeoning damage/level. |
||
| Unholy Storm (M) | ||
| Arc 3, Blk 4, Clr 3 | ||
| General | ||
Evil-aligned rain falls in 20-ft. radius. |
||
| Wake Trailing | ||
| Arc 3, Drd 4, Rgr 3 | ||
| 24 hours | ||
You can track a ship across the sea. |
||
| Wall of Law | ||
| Arc 4, Clr 4, Sor/Wiz 4 | ||
| 4 hours | ||
As magic circle against chaos, except as once-sided wall. |
||
| Wall of Water | ||
| Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||
| General | ||
Wall impedes movement and can drown creatures. |
||
| Water to Acid | ||
| Sor/Wiz 3 | ||
| General | ||
Transforms 1 cu. ft./level of water into acid. |
||
| Water Walk | ||
| Will negates (harmless) - Yes (harmless) | APeace 3, Arc 3, BVal 3, Clr 3, Rgr 3, Shu 3 | V, S, DF |
| 10 min./level (D) | Touch | 4 hours |
Subject treads on water as if solid. |
||
| Wave Blessing | ||
| Sor/Wiz 1 | ||
| 1 hour | ||
Keeps one creature/level from sinking. |
||