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Aeluin's Water Valley

Skill: apportation/water 20

Backlash: 15

Difficulty: 12

Effect Value: 30

Bonus Number to: duration

Range: 7 (25 meters)

Duration: 21 (four hours)

Cast Time: 18 (one hour)

Manipulation: speed, control

An impressed spell, Aeluin's water valley must be cast in advance. To do so, the mage must have water taken from the body she wishes to affect with the spell, and placed in a large tub. Then, the mage must use her hands to part the water in a gentle, sweepmg motion, while summoning the power for the spell. The caster must concentrate on making a "valley" in the water, centering the motion with her hands. To invoke the spell, the caster leans over the prow of a ship and again makes the same parting motion with her hands. A "valley" will open up in the water two and a half meters deep, ten meters wide, and extending the range of the spell. The water on the sides of the valley and at the end of the range will remain stationary, while the water under the ship will rush forward, carrying the vessel along at great speed. When the ship reaches the end of the spell's initial range, the water will again separate, fanning yet another water valley. This process will repeat itself until the duration ends, or the caster wills it to end. The mage may change the direction of the vessel by leaning over the prow and sweeping her hands to either the right or the left of the vessel. At the beginning of the next water valley, the ship will continue in the new direction.

Note: The caster may not change the direction by more than ten degrees each valley without flipping the boat. Use the Speed Column on the General Results Table to determine the resultant speed of the vessel. The result points equal the Power Push if the difference between the boat’s original speed and the spell's effect total. The shock points of the Push are applied as damage to the vessel (as in normal speed pushes, however, the caster may limit the effect of the Push).

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