Water College
Restrictions
Base Chance Modifiers
Talents
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.