Cambridge University Treasure Trap

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Green Magic

This is the core teaching syllabus for the Water College of the Brotherhood of Magic, Grantabrugge.

More information on Water magic is to be found in the Water College player guide.

  • Level 0: Create Water
  • Range: Touch
  • Duration: Instant
  • Effect: Up to a pint of water appears at your fingertips. Using this to drench people OOC is not nice; if you really want to, get permission first. You must provide the water. Most people will react appropriately to being doused without the use of actual water.

  • Level 1: Shell of Ice
  • Range: Target
  • Duration: 5 seconds
  • Effect: Call "Target, HALT 5!" as a thin shell of ice grows up from the ground, momentarily encasing your target.

  • Level 1: Talk to Animal or Plant
  • Range: Self only
  • Duration: 5 minutes
  • Effect: You gain the ability to converse with one specific animal or plant. Get a ref first if you want an answer... Useful answers are not guaranteed; many animals and plants are very stupid. The only information you can reliably extract from a plant is the name (and a vague idea of the use) of a herb, and information based on the sense of touch (has the plant been trampled / leaned on / climbed recently? is someone hiding in it?); animals will be able to tell you if there has been activity in the area, but will generally be fairly sketchy about the details.

  • Level 2: Liquefy Item
  • Range: Target
  • Duration: Instant
  • Effect: Call "Target, DISARM that [item]!" as a single indicated item turns to water and flows through the wielder's hands. It returns to solidity immediately thereafter. Strangely, this spell does not work on clothes or other worn, rather than carried, items.

  • Level 2: Converse with Liquid
  • Range: Self only
  • Duration: 5 minutes
  • Effect: You gain the ability to speak with any liquid. Get a ref first if you want an answer... The intelligence of a liquid depends how much of it there is - potions tend to be very stupid, whereas the mighty Granta might well know and understand anything that had happened upstream of where you cast the spell. A potion will tell you what general kind of potion it is (healing, poison, special), but may take cajoling or knowledge of alchemy to get any better answer from (special potions are more likely to be proud of what they are and tell you about themselves).

  • Level 3: Entangle
  • Range: Target
  • Duration: 30 seconds
  • Effect: Call "Target, HALT 30!" as plants and watery tendrils grow out of the ground or nearby water and hold the target still. They may be freed by taking damage, as the tendrils are not very tough.

  • Level 3: Patch of Ice
  • Range: Target
  • Duration: 10 seconds
  • Effect: Call "Target, STRIKEDOWN 10!" as the ground beneath the target suddenly turns to water-coated ice for a few seconds and they spend ten seconds getting to their feet again.

  • Level 4: Chameleon
  • Range: Self
  • Duration: 5 minutes (or until broken)
  • Effect: You are invisible. Your skin and clothing have taken on the colours of your surroundings and change with them. This invisibility is broken by moving, as well as by any of the other standard methods - attacking, starting a vocal or being within the range of a MASS or WIDE DETECT spell that you respond to.

  • Level 4: Become the River
  • Range: Self
  • Duration: 5 minutes
  • Effect: Your body turns into insubstantial living water. You become resistant to physical and magical damage (take one less degree) and may not take any action apart from moving around and talking.

  • Level 5: Liquefy Items
  • Range: Mass
  • Duration: Instant
  • Effect: Call "MASS FULL DISARM!" as all weapons and other held items within ten feet of you become liquid and run out of their wielders' hands. Strangely, this spell does not work on clothes or other worn, rather than carried, items.

  • Level 5: Icebind
  • Range: Target
  • Duration: 10 seconds
  • Effect: Call "Target, FREEZE 10" as the target turns to living ice! They cannot move for ten seconds.

  • Level 6: Chameleon Other
  • Range: Touch
  • Duration: 5 minutes (or until broken)
  • Effect: The person touched is invisible. Their skin and clothing have taken on the colours of their surroundings and change with any changes. This invisibility is broken by moving, as well as by any of the other standard methods, as for Chameleon.

  • Level 6: Water Cannon
  • Range: Target
  • Duration: 5 minutes
  • Effect: A jet of water sprays from one of the caster's hands with considerable force. The caster can use one "REPEL 10" on any target of their choice within range every 10 seconds (for a total of 30 times); they must hold the relevant hand palm-outwards in the general direction of that target while the repel is in effect, although they can use the other hand as usual.

  • Level 7: Torrent of Changing
  • Range: Wide
  • Duration: Instant
  • Effect: Call "WIDE DISARM!" as all weapons and other held items in the surrounding area turn to water and run out of their wielder's hands.

  • Level 7: Circle of Ice
  • Range: Mass
  • Duration: Instant
  • Effect: Call "MASS FREEZE 10!" as a wave of ice radiates out from you and freezes the surrounding people solid. You, of course, are unaffected.

  • Level 8: Flood
  • Range: Mass
  • Duration: 60 seconds
  • Effect: Call "MASS STRIKEDOWN 60" as water gushes from the caster into the surrounding area, freezing around the feet of those caught nearby and knocking them over; the ice takes a minute to melt away, during which time they cannot regain their footing.

  • Level 8: Strength of the Sea
  • Range: Self
  • Duration: 5 minutes
  • Effect: You may replace your damage call by weapon blow with GREEN SINGLE REPEL 5 for the next 5 minutes