Water College

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Restrictions

Base Chance Modifiers

Talents

Predict Weather (T-1)

Range: 10 miles (+10 / Rank)
Experience Multiple: 75
Base Chance: MA + 5% / Rank
Effects: The Adept predicts with some accuracy what the weather will be like over the ensuing three days in the area within the range of the talent. The Adept must be at sea (on an ocean, sea or large lake) or within 15 miles of an ocean, sea or large lake. If the Adept makes a successful Predict Weather check, the GM rolls D100 and checks the accuracy of the prediction. The following results may occur:

Dice Accuracy
01-05 Totally wrong (opposite of the prediction occurs)
06-10 Generally incorrect (fairly wide divergence)
11-85 Generally correct (close but not totally accurate)
86-100 Almost totally accurate (say within 1 degree)

Following the dice roll the GM delivers the prediction as though it were generally correct.

General Knowledge Spells

General Knowledge Rituals

Special Knowledge Spells

Waters of Healing (S-11)

Range: Touch
Duration: Special
Experience Multiple: 400
Base Chance: 30%
Resist: None
Storage: Special
Target: Volume of water
Effects: This spell has two distinct uses:

1. The Adept can turn 1 pint of water into a half pint healing potion. The Potion will last 2 minutes (+2 / Rank) and will cure [D - 5] (+1 / Rank) Endurance or Fatigue damage.

2. Alternatively, this potion may be used to immediately neutralise the effects of any venom, plus it will cure 1 point of Endurance loss due to the venom (the potion will only cure 1 point of damage due to venom).

In addition to these two effects the Adept may spend an hour and utilise materials costing 200sp to make a Potion with the same effects that will last indefinitely. The ingredients are used up regardless of success or failure.

Waters of Strength (S-12)

Range: Touch
Duration: Special
Experience Multiple: 350
Base Chance: 30%
Resist: None
Storage: Special
Target: Pint of water
Effects: This spell can be prepared in two ways:

1. The Adept can turn 1 pint of water into a half pint strength potion. The Potion will last 2 minutes (+ 2 / Rank) and when drunk adds [D - 2] (+ 1 / Rank) to Physical Strength for 5 minutes (+ 5 / Rank).

2. The Adept may spend an hour and utilise materials costing 500sp to make a Potion with the same effects that will last indefinitely. Potions are not cumulative. The ingredients are used regardless of success or failure.

Special Knowledge Rituals

Notes