Aquarian Magiks

## Thaumaturgy of Aquarian Magik

Spell cost is 4 motes of mana times spell level and the spells DC's are normal spell DC's + 4. Spells from this list bypass all but Damage Resistance/-. A caster must have at least a +3 talent to cast these spells. Any magic class with a connection to ice or water can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 6 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Control Water***): You can create water as the cantrip *Create* *Water*, purify water as if using Purify Food and Drink, and dry wet creatures and objects as if using Prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your caster level. When cast at 10th level, the caster can lift water in the air, an amount equal to 5 cubic feet per caster level. The can also create air pockets underwater. Both these effects can be moved at 40ft per round.

Range: Close (25ft + 5ft per 2 levels); Area: 10ft square per level; Duration: Concentration

-(***Icebolt***): Send a magical bolt of freezing water that is imbued with a super natural chill at the target. The bolt is a ranged touch attack that deal cold damage to the target for 1d6 points per level and forcing a fortitude save or the target is effected by *Slow.* Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1d6 rounds.

## **2nd Level Spells**

-(***Cone of Cold***): Cause all targets within range that are currently to be chilled and damaged. Targets struck must make a fortitude save or suffer the effects of *Slow* and take 1 point of damage per level of the caster. Range: 20ft; Area: 20ft cone; Duration: Instant

- ***(Everchill***): The target gains Fire Resistance equal to the casters level plus their casting modifier. Range: Touch; Area: Single Target; Duration: 1 minute per level.

## **3rd Level Spells**

-(***Aquatic Adaptation***): Grants the caster or those touched the ability to breathe under water and a swim speed of 50ft. Range: Touch; Area: Single Target; Duration: 1 minute per level.

-(***Iceblast***): Launch a ball of condensed chill at your enemies, where it explodes on impact. The explosion deals 1d6 points per level of cold damage. Targets that fail a reflex save are chilld and under the effects of the *Slow* spell for 1d6 rounds. Range: Medium (50ft + 10ft per 2 level); Area: 60ft; Duration: 1d6 rounds

-(***Ice Armor***): Surround yourself with frozen bits of ice that grants Fortification equal to three times the casters level. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Create Water Elemental***): The caster either uses existing water or conjures in new ones to form powerful water elementals. The caster may create 1 medium size elemental for every 4 levels the caster possess. The elemental may gain additional abilities depending on the water source used. The caster can combine elemetnals to creature large ones. Gargantuan = Five Elementals and 16 points of mana; Huge = Four Elementals; Large = Two Elementals. Range: Close (25ft + 5ft per 2 levels); Area: Depended on elemental size; Duration; 1 round per level.

-(***Icy Veins***): Chill your mind and body, gaining a bonus to initiative equal to half the characters level and an additional swift action every round*.* Range: Touch; Area: Single Target; Duration: 1 minute per 2 levels.

-(***Flashfreeze***): Blast a target quickly with freezing magik. This spell deals 1 point of damages per level and the target must make a fortitude save or be frozen and entrapped in place for 2 rounds, leaving them unable to take a movement action. Range: 50ft; Area: Single Target; Duration: 2 rounds; Casting Time: Swift Action

## **5th Level Spells**

-(***Hyrdotorrent***): Batter an enemy with a torrent of water, dealing 3 points of damage to all tagets struck and forcing them to make a reflex save. If they fail the reflex save, they are thrown to the end of the spells area of effect and take another 2 points of damage. Range: 60ft; Area: 60ft line; Duration: 1 round

-(***Glacial Familiar***): This spell summons a miniature ice elemental that fires 1 attack for every time you make one at the same targets you strike. This ranged touch attack does 1d6 per 4 levels of cold damage. It can be cast on another person. The Glacial Familiar uses your casting modifier as an attack bonus. Range: Touch; Area: 4ft; Duration: 1 round per 2 levels.

-(***Frozen Mind***): Forces the target to make a will save or become stunned for 1 round per caster level. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1 round per caster level.

-(***Frozen Nova***): Freeze enemies around you with super cold ice dealing 4d6 to all enemies within 30ft. If they fail their reflex save, frozen in place and are unable to take movement actions for 2 rounds. Range: Self; Area: 30ft diameter; Duration: 2 rounds; Casting Time: Immediate.

## **6th Level Spells**

-(***Frozen Beam***): This spell unleashes a frozen water as a ranged touch attack; dealing 25 points of cold damage per 2 levels when cast as a standard action or 35 when cast as a full round. This spell costs 1.5 times the normal amount of mana when cast as a full round. Fortitude halves damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Glacial Shield***): Grants the caster a dense shield of frozen water in the air. This shield absorbs 5 points of damage per level of the caster. The spell effect ends when the total amount of damage is reached or the duration ends, whichever comes first. Range: Personal; Area: Self; Duration: 1 round per 2 levels

-(***Glacial Island***): Open a portal to your own personal island, the first casting determines what your castle is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and is connected to the Water Plane capital, Aqudenis. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Frozen Core***): The casters core freezes with the water planes power granting their cold spells *Empower Spell*. If their spells are already empowered it is instead under the effect of *Maximize Spell*. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Frozen Totem***): Summon a totem at a target location that lowers the temperature in an area to lethal levels. All targets must make a fortitude save or suffer 5 points of damage per 2 levels every round they remain within the effect. A successful save reduces the damage by half. Range: Close (25ft + 5ft per 2 levels); Area: 20ft diamter; Duration: 1 round per 2 levels.

-(**Arctic *Gale***): Call down an arctic gale rain upon enemies within the area. This spell deals 1d12 points of cold damage to all those in the area. A fortitude save halves the damage. Range: Long (100ft + 25ft per 2 levels); Area: 5ft radius per 2 levels; Duration: 1 round per 3 levels

-(***Ring*** ***of Frost***): Summons a swirling ring of frost that freezes the blood of targets within 30ft of you. All targets within the spells effect are under the effects of *Slow*. Range: Personal; Area: 30ft; Duration: 3 rounds

-(***Frozen Body***): Summon pure planar water into your form, becoming a water elemental temporarily. You gain cold immunity, fire resistance 20, your attacks deal an extra 3d6 of cold damage, and any aquarian magik spell casts as though it is 3 levels higher. You gain a swim speed of 200ft, and a borrow speed through ice of 100ft. Range: Personal; Area: Self; Duration: 1 round per 2 levels.

-(***Deep Freeze***): The casters aquarian magik that causes the *Slow* effect instead cause targets to be paralyzed for the duration from the super natural chill. Range: Personal; Area: Self; Duration: 1 round per 4 levels.

## **8th Level Spells**

-(***Aquarian Orb***): Entrap a target in a roiling sphere of water. Any target within the effected area must make a reflex save or be trapped in the sphere, suffering 4 points of crushing damage every round they remained trapped. Range: Close (25ft + 5ft per 2 levels) Area: 30ft diameter; Duration: A number rounds equal to half the casters level.

-(***Frozen Curse***): The target must not take any actions or suffer a fortitude save. If they fail, frost saps 1 point of strength and dexterity any time they take any action as ability drain, full round actions cause 2 points. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1 round per 2 levels

-(***Glacial Wind***): Breath out a long cone or line of frosting wind, dealing damage to targets caught within. Each target takes 10 points of damage per 2 levels of the caster. A reflex save half this damage Range: Self; Area: 60ft cone, 120ft long, 5ft wide line; Duration: Instant

-(***Tidal Wall***): Summon a frozen wall of water. This wall deals 1 point of cold damage per level to creatures within 5ft of the wall. If they attempt to pass through the wall the must succeed a reflex save or be pinned. The wall can be turned to ice and back as a full round action, each 10ft section has 5 hit points per level when frozen. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Dire Freeze***): Cause a single target to take 1 point of damage per 2 levels and be forced to make a fortitude save. If they fail, they are frozen solid and killed. Range: Close (25ft + 5ft per 2 levels; Area: Single Target; Duration: Instant

## **9th Level Spells**

-(***Blizzard***): Summon and control a devastating blizzard within an area. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. A fortitude save halves damage and negates catching freezing. This spell makes flying almost impossible (+15 to the DC of a fly check) as the air is super heated. The first round that you cast this spell the storm is summoned as the take 2 points of damage per level of the caster. The second round begins the rain of ice, limiting visibility to 10ft. The third round increases the damage to 5 points per caster level. The fourth round forces all the targets in the area to be frozen upon a failed save. On the fifth round and all subsequent rounds up to 10 rounds, the caster must spent an additional 27 mana to continue the spell, every round it is continued requires concentration. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***Tidal Ice***): Lash out in a 15ft cone of ice. This damages targets for 2 points of damage per caster level and forces a reflex save or be frozen in place and unable to take movement actions for 1 minute per level of the caster. Range: Personal; Area: 15ft Cone; Duration: 1 minute per level; Casting Time: Swift Action

-(***Rime***): Force a target to make a fortitude save or be frozen solid. Creatures that touch or strike the target will a melee weapon must make a reflex save or be frozen solid as well. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target, See Text Duration: 3 rounds, See Text

-(***Shattering Cold***): The casters imbues an object with intense cold, causing it to shatter. The object may be up to huge in size and must be have a hardness of the casters level + talent modifier + casting attribute modifier less in order to be affect by this spell. The object is reduced to a tiny pieces. Magical items do get a fortitude save. Range: Close (25ft +5ft per 2 levels); Area: 30ft, 1 target per 2 levels; Duration: 1 round per 2 levels

-(***Icelord***): Upon casting this, your mind and body meld with the planer water. You gain the effects *Freedom of Movement* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to charm, compulsion, sleep, daze, fear and stun effects. Additionally you gain immunity to cold, and all aquarian magiks spells are cast as spell level times 3 instead of 4. This spell costs 10% of the users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Gift of the Ice Queen***): Summon a powerful primal water serpent, acting as a mount for travel and battle. The first casting of this spell forms the link between the caster and serpent, the second and subsequent castings summon the creature. The serpent resides within the casters demi-plane or the water plane if they do not have a demi-plane. If killed, it reforms within its home plane and this spell fails for the next 24 hours. If killed in its’ home plane, the next casting of this spell bonds another one.

**Serpent Statistics** are;

Hit-Points: 5 hit points per caster level;

Attack: Each serpent can spit a gout of frost at an enemy within 60ft once every round. A single roll (Caster base attack bonus + casting modifier + talent modifier). Each frostblast deals 5 points of damage for every 2 levels of the caster.

Damage Reduction: Each Serpent has DR 5/Cold

Armor Class: The Serpents armor class is equal to 10 + the casters casting modifier.

Saves: The Serpent use their masters saving throws.

Movement Speed: The Serpent has a land speed of 30ft and a swim speed of 200ft.

Size: They are large sized.

Range: Close (25ft + 5ft per 2 levels); Area: 10ft area as a large creature; Duration: Permanent until banished or killed. Casting Time: 1 minute

## **Mastery Spells**

-(***Primal Water Elemental***): When you cast this spell, it costs 100 mana. The caster summons and binds a massive, colossal water elemental from the depths of the Plane of Water. This elemental also has the ability to freeze and kill a single enemy struck every round upon a fail fortitude save. Range: Close (25ft + 5ft per 2 levels); Area: Size as per a colossal creature; Duration: 1 minute per level; Casting Time: 5 full rounds of casting