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Brian Hill edited this page Oct 5, 2026 · 1 revision

Water

WATER
  Granted Power: You can command water creatures, including fish, just as an evil priest of your level commands undead. Additionally, you treat Swim as a bonus priest class skill, and have an increased chance of a positive result when using a fountain.
Offered By: Kysul.
Water Domain Spells:
  1: Resist Water (Abjuration) [Water]
Level: Druid 2, Mage 2, Water 1, Ranger 2
Mana: 5. Persistant. Base Success: 100%.
  Grants the target an immunity to rusting, soaking and decay, three of the ravages of water. In addition, it grants the target a bonus to Swim skill checks equal to your caster level (scaled at 10th). This mundane-seeming spell is of critical importance to mages interested in protecting their spellbooks from soaking traps or underground rivers.
  2: Create Water (Arcana) [Water]
Level: Druid 3, Water 2, Paladin 1
Mana: 5. Base Success: 75%.
  Creates a pool of deep water 30 feet (3 squares) in radius.
  3: Water Walking (Thaumaturgy) [Water]
Level: Druid 3, Priest 3, Mage 3, Water 3
Mana: 25. Persistant. Base Success: 100%.
  Causes one target creature to be able to walk on water. That creature will suffer no ill effects from crossing deep water and need not make swimming checks.
  4: Whirlpool (Arcana) [Water]
Level: Druid 4, Water 4
Mana: 8. Base Success: 60%.
  Creates a pool of deep, turbulent water 40 feet (4 squares) in radius. A swim check (DC 20) is required to make progress in such water.
  5: Watery Double (Arcana) [Water]
Level: Mage 5, Water 5
Mana: 22. Base Success: 60%.
  To cast this spell, a wizard must target an opponent standing in a water square, whose Challenge Rating is less than or equal to her caster level. A watery duplicate of the target rises up -- a creature identical to the target with the aqueous template applied. This creature is not considered summoned, but can be dispelled. It cannot be ordered, and fights relentlessly with only one goal in mind: to slay utterly the creature the spell targeted.
   The watery double is immune to fear, mind-affecting spells and death magic. A given caster can sustain only one watery double at once, and the spell can be cancelled at any time.

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