Path of the Water Arcana

*“Panta rhei: everything flows.”*

**Requirements:** Dousen (Cantrips), Base Course Set

**Path Completion Bonus**: +1 Spirit and doubled Swim Speed

## Core Abilities

**Evaporate**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: Touch

You or a touched ally gains the buff *Evaporated*: the target weighs [ half / a quarter / an eighth ] as much as normal and gains [ 1 / 2 / 3 ] Agility. When *Evaporated* is gained, also gain [ 1 / 2 / 3 ] Alerts.

**Bend with the Flow**

**Cost:** 400 XP

**Expedited** **for:** Magic

**Activation:** Free Action, 2 Vim

This ability is usable once per Round. Your next attack or 1-Action spell is immune to Ebb.

**Wave Runner**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: Touch

You or a touched ally gains the buff *Wave Runner*: you can walk on water. If the water is choppy (like an ocean) or has a fast moving current, the GM may require an Agility check to not fall under the surface. *Wave Runner* lasts [ 4 Rounds (1 minute) / until the end of the Encounter / until the next Rest ].

**Disarming Spout**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: 12 meters

You conjure a spout of water attacking an enemy target. This is an Arcane weapon skill strike that deals [ 1d6 / 2d6 / 3d6 ] + SPI damage. On success, the target is disarmed.

**Flowing Infusion**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: 1 Reaction, 1 MP

Gain Flow to your immediate casting roll, then gain Ebb on your next roll.

**Style of the Flowing River**

**Cost:** 400 XP

**Expedited for:** Magic

**Activation:** 2 Actions, 6 Vim

You gain the buff *River Style*: gain Flow to every second roll starting with your next one.

**Ebbing Waves**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

You unleash a large wave of water in a [ 3 / 6 / 12 ] meter line or a [ 1 / 3 / 6 ] meter radius. Creatures hit by this area of effect must make a Strength check versus your Spellpower or be knocked prone and gain Ebb on [ their next roll / their next roll / all rolls until the end of the Encounter ].

**Strong Swimmer**

**Cost:** 400 XP

**Expedited** **for:** Magic

**Activation:** Passive

You gain a Swim Speed equal to your normal Speed.

**Natural Swimmer**

**Prerequisite**: **Strong Swimmer**

**Cost:** 500 XP

**Expedited** **for:** Magic

**Activation:** Passive

*“I'm just an air mage from a fish's perspective.”*

You gain a Swim Speed equal to your normal Speed plus three times your Spirit. This ability replaces **Strong Swimmer**.

**Ocean Native**

**Prerequisite**: **Natural Swimmer**

**Cost:** 600 XP

**Expedited** **for:** Magic

**Activation:** Passive

You can breathe underwater.

**Feet to Flippers**

**Cost:** 400 XP

**Expedited** **for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: 6 meters

You turn the target's feet into aquatic flippers, giving the debuff *Flipper Feet*: their Speed is reduced by [ 2 / 4 / 8 ] but they gain a Swim Speed equal to their Speed + [ 2 / 4 / 8 ]. The target may attempt to resist this spell with a Spirit check versus your Spellpower.

**Grow Gills**

**Cost:** 400 XP

**Expedited** **for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: Touch

The target grows gills on their neck, granting the buff *Gills*: they can breathe underwater. This buff lasts for [ 1 minute / 30 minutes / 1 day ]. This buff does not remove the target's ability to breathe air.

**Move Water**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You control up to [ 3 / 6 / 12 ] cubic meters (or hexes) of water, or approximately [ 600 / 1200 / 2400 ] gallons. You can reshape or move this water anywhere within Range. **Move Water** can also be used to steady nearby waters or create waves while maintaining this spell using 1 Reaction.

**Commune with Fish**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL:** [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: [ 12 / 30 / 300 ] meters

Gain the buff *Fish Friend*: you can communicate telepathically with marine creatures, including understanding its feelings and intentions. The creatures' communication is limited by its intelligence. If this spell was normal-cast or twice-cast, *Fish Friend* lasts until the next Rest. If this spell was twice-cast, you can interpret the world through their senses (up to the Range of the spell) and and suggest simple commands (such as move and attack) for the creature to follow as a Free Action. The creature is forced to follow these commands only if they fail to resist this manipulation with a successful Spirit check versus your Spellpower. They may refuse commands that would obviously kill them, such as moving out of water or attacking an enemy 10 Levels above them. The creature retains memory of their actions while manipulated. While under your control, the creature gains a [ +2 / +4 / +6 ] bonus on all rolls if it considers you a friend of its own free will.

**Dousen Deireanach**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL:** [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: 12 meters

You attempt to conjure [ 2 / 4 / 16 ] gallons of water inside the lungs of a target creature. The target must make a Spirit check versus your Spellpower or take [ 2d6+6 / 3d6+12 / 6d6+24 ] + SPI damage ignoring Armor. This damage is doubled for each of the following that apply: the target is small, the target is tiny, the target needs to breathe to live, the target is an Automata. The damage is halved if the target is large and halved again X times where X is the radius of hexes they occupy.