Spelljammer
Water Cantrips
College:Water Magics
Spell Type:Talent
Special Classification:None
Spell Rank Limit:22
Name:Water Cantrips
Multiple:100
Range:Special
Duration:1 round per rank
Base Chance:NA
Components:
Saving Throw:Special
By expending one spell point, the mage can use this ability for any of the following effects. Unless otherwise noted below, the mage can change the specific effect each round for the duration of the talent (1 round per rank).
  • Coil Rope - The mage can magically coil 50 feet of rope per rank. Halve the amount for thick rope and double it for thin rope or twine.
  • Compass - The water mage can determine direction based on the planet's magnetic field.
  • Determine Depth - The mage can determine the depth of the water directly below him. He will continue to be able to determine depth for 5 minutes per rank.
  • Douse - This is exactly the same thing as Extinguish Fire except that the water douses something other than a fire. Fire-based creatures might take damage (up to 1d4 per 2 ranks) at the GM's discretion).
  • Evaporate - The mage can cause up to 1 gallon of water to evaporate over the course of the round. An additional gallon can be affected at ranks 8, 15 and 22. This effect can be used on other liquids at the GM's discretion but effect is reduced the further the mage gets from a water-base liquid.
  • Extinguish Fire - The mage can extinguish one campfire-sized fire each round. As rank improves, he can affect larger fires so that at rank 22, he can extinguish a large bonfire. The effect is that a deluge of water douses the fire.
  • Fill Container - The mage can cause a 1 quart container to fill with water over the course of one round. This increases to 2 quarts at rank 8, 3 quarts at rank 15 and a gallon at rank 22.
  • Floatation - This cantrip is identical to the Floatation spell except that it can be cast in 1 second and lasts for only 1 minute per rank.
  • Freeze - Just like Evaporate but causes the water to freeze instead of evaporate.
  • Mend Sail - The mage can mend a single rip in a sail that is not more than (rank x 2) feet long. Longer rips can be mended with additional spell points (i.e., using 2 spell points allows the mage to mend rips up to (rank x 4) feet long).
  • Pump Bilge - Up to 1 gallon of bilge water can be pumped from the ship per rank. This can also be used to help bail normal water out of boats or ships. At rank 11, amount increases to 5 gallons per rank above 10th (10 gallons at rank 10, 15 gallons at rank 11, 20 gallons at rank 12, etc.). Water is pumped at a rate of 1 gallon per rank per round.
  • Rain - The mage can create rain in a 10 foot diameter (+1 foot per rank) area. The rain falls as a column 30 feet high.
  • Read Tide - The mage can determine the local tides by looking at the waves as they come in to the shore. He will know whether the tide is coming in or going out, the level of the next low tide and the level of the next high tide.
  • Scrap Keel - The mage can magically remove barnacles from the hull of a ship. He can clean 2 feet of ship per rank. Thus, at rank 5, he could completely clean barnacles off a 10 foot long boat but would need to use 10 spell points to clean a 100 ft ship. Barnacles are cleaned at a rate of 1 foot per rank.
  • Sextant - The water mage gains a bonus of +2 per rank to their navigation skill for determining location on the planet.
  • Tie Knot - The water mage commands a rope to fasten securely to anything it could normally be fastened to by the use of the most appropriate and most effective knot.
  • Water Finger - This is a water pistol type effect that causes a small stream of water to shoot from the mage's finger out to a distance of 1 foot per rank.
  • Water Works - The mage can cause a pool of water to spew interesting water fountain effects. This is generally an entertainment effect.
Effect Category:Enchantment
Effect:Multiple minor effects
Base Cost:100
Modifiers:
Area of Effect:1 target0
Cast Chance:200
Casting Time:Normal spell0
Components:See Components Above0
Duration:Instant0
Immunity:No Immunity0
List:List Appropriate0
Range:5 feet per rank0
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
100
Recommended Cost
(cost after disadvantages):
100