“I can show you all sorts of things: to look at people from afar, to throw people around the seas, even to call up a living elemental of water.” – Jissashial, Grand-Master of the Waveborne

Drawing from the element of life, water scholars weave spells of mending and healing. They offer protection as well as succor, yet they are not to be provoked, for they control battering waves and deadly ice.


Introduction

Encompassing the powers of healing, protection, and knowledge, scholars of this sphere draw their influence from the powers of water.

Resonanting with lawful and good tendencies, scholars who are chaotic or evil cannot choose this sphere as a discipline.


Class Abilities

Click an ability name to see more details.

Minor & Major Water

Skills

Level 1: Dagger
Syntax: Automatic

Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.

Primary Attribute: Dexterity

See also: PARRY
Level 1: Staff
Syntax: Automatic
  
A staff is a long, slender pole, usually a blunt weapon and always held with
two hands. They are unparalleled as a defensive weapon, though it is their
resonance with magical energies makes them more of a draw to scholars.
Watchers dedicate themselves to mastery of the deeper intricacies of these
weapons, and some other guilds teach basic skills with them. Staves being so
defensively oriented, they are generally poor at breaking through defenses.
When wielded by any spellcaster, staves will enhance their magics, providing a
bonus to caster level.
  
Primary Attribute: Strength, Dexterity
  
See also: PARRY
Level 1: Mace
Syntax: Automatic

While some may feature ornamentation or spikes, maces are at their heart a
very simple weapon: a short length of metal or wood, typically used as a means
of blunt force. For this reason, they are often favoured by scholars and
templars of the earth, as well as barbarians, though several guilds train in
the usage of this weapon. Due to the length and balance of these weapons,
maces do not parry blows very well, and if offhanded will hurt one's main-hand
parrying. Maces will get around both shields and watchers' deflection
relatively easily.

Primary Attribute: Strength

See also: PARRY
Level 1: Concentration
Syntax: Automatic

Typically, magic is a simple proposition to those who know it: focus on the
spell, cast it, and it simply works. However, for those who see combat,
maintaining that focus can be problematic. The concentration skill represents
one's ability to cast in combat-- once maximized, one should virtually never
lose concentration when casting a spell. Templars, being explicitly trained
for battle, will never lose concentration.

It is not necessary to have this skill to utilize powers granted by the Stones
of Power to members of the Great Houses.

Primary Attribute: Intelligence, Constitution

See also: CAST
Level 3: Wands
Range    : Inventory Item/Target Person or Mob

Syntax: Zap <item> <target>

Non-adventuring scholars and alchemists are able to imbue wands with magical
spells, that they might be cast at a later date. Spells imbued within a wand
affect a specified target, and are typically offensive but not universally so.
Wands may be freely used in combat, even if the spell within ordinarily may
not.

Wands have a limited number of charges; should all charges be expended from
one, the item will be consumed.

Primary Attribute: Intelligence, Dexterity

See also: CAST, OVERCHARGE, individual spell helpfiles
Level 4: Frostkin
Syntax: Automatic

Dealing regularly with freezing temperatures causes most magi of water to
grow acclimated to the cold, culminating in the frostkin skill.  With this
ability, a scholar will take reduced damage from cold, and will furthermore
rarely if ever be hampered by natural cold weather.  

Primary Attributes: Wisdom, Constitution
Level 5: Scrolls
Range    : Inventory Item/As Original Spell

Syntax: Recite <scroll> <target>

Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.

As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.

Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.

Primary Attribute: Intelligence

See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Level 6: Meditation
Syntax: Automatic

A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.

Primary Attribute: Intelligence, Wisdom

See also: TRANCE, MANA
Level 7: Staves
Range    : Inventory Item/Wielder's Group

Syntax: Brandish <item>

Non-adventuring scholars and alchemists are able to imbue staves with magical
spells, that they might be cast at a later date. Spells imbued within a staff
will affect the user and his group, and may not be targeted in any way. Spells
which may only be cast on oneself may not affect anyone other than the wielder
of the staff. Staves may be freely used in combat, even if the spell within
ordinarily may not.

Staves have a limited number of charges; should all charges be expended from
one, the item will be consumed.

Primary Attribute: Intelligence

See also: CAST, REFORGE MAGIC, individual spell helpfiles
Level 10: Diagnose
Syntax: Automatic

With this skill, a water scholar will see if anyone in the room with them is
affected by a malady they are or will eventually able to cure.

Primary Attributes: Intelligence, Wisdom
Level 12: Warding Weapon
Syntax: Automatic
  
With this skill, a scholar may channel arcane energy through their weapon,
deflecting attacks. A weapon is required to benefit from this skill-- any
weapon. This skill does not function in places where magic cannot be used, and
can be hampered by skills that also impact parry. Exceptions will be noted on
those skills' helpfiles as needed.
  
Primary Attribute: Intelligence, Dexterity
  
See also: DODGE, PARRY
Level 16: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, SECOND ATTACK
Level 18: Haggle
Syntax: Automatic

A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.

Primary Attribute: Charisma
Level 20: Trance
Syntax: Automatic

A further refinement upon the more widely taught basic technique of
meditation, trance is taught by the spellworking guilds and those focused on
more meditative studies, in order to better recover their mana.

Primary Attribute: Intelligence, Wisdom

See also: MEDITATION, MANA
Level 22: Treat Infection
Syntax: Automatic

As a water scholar's training progresses, she eventually learns to expand
the power of her purify spell to cure many strains of disease, including
plague, pox, or fever.  This is known as the treat infection skill, which is
automatically applied as necessary whenever the purify spell is used.  

Primary Attribute: Intelligence

See Also: PURIFY
Level 28: Detoxify
Syntax: Automatic

Trained in purifying poisons from others, water scholars have learned the
means of flushing poisons from their own bodies without even sparing effort
upon the matter. The detoxify skill provides a resistance to all manner of
poison, including those used by assassins, though it is by no means proof
against the latter.

Primary Attribute: Constitution

See Also: ASSASSIN POISONS
Level 25: Fast Healing
Syntax: Automatic

Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.

Primary Attribute: Constitution

See also: HIT POINTS
Level 33: Waveborne
Syntax: Automatic

Water scholars develop an affinity for the water in the form of this skill.
They may move and cast freely underwater as if affected by the aquatic
movement spell. Additionally, they incur reduced casting lag when on the
water; this is further reduced when under the water.

Primary Attribute: Intelligence

See also: AQUATIC MOVEMENT

Spells

Level 1: Glyph of Frost
Duration : One Half Hour                            Minimum Cost: 20 mana
Range    : Target PC or Mob

Syntax: Cast 'Glyph of Frost' <target>

The next time anyone affected by this spell is struck in melee, the attack
will be blocked by a barrier of ice; if this person also has the frostkin
skill, their opponent will also receive cold damage. This spell will end after
it has blocked a single attack. The barrier is only so sturdy-- particularly
powerful blows will simply pass through the ward, dissipating it to no effect.
No form of damage reduction will raise that threshold.

Primary Attribute: Intelligence
Level 2: Armor
This is a short list of the more common wear-slots accessible to mortals.
There are a few more, but are comparatively obscure. These should be most
all that you'll deal with:

  -Left finger                     -Right finger
  -Neck (first)                    -Neck (second)
  -Torso                           -Head
  -Legs                            -Feet
  -Hands                           -Arms
  -Shield/Held/Dual Wielded/Light  -About body
  -Waist                           -Left wrist
  -Right wrist                     -Wielded (weapons)
  -Floating                        -Branded (immortals' sigils and brands)
Level 3: Detect Invis
Duration : Level/2 hours                               Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Detect Invis'

This spell allows the caster to see all players, mobiles, and objects that are
invisible.

Primary Attribute: Intelligence

See also: INVISIBILITY
Level 4: Wellspring
Duration: (level / 6) hours                         Minimum Cost: 30 mana

Syntax: cast 'wellspring'

A student of water learns to find that element in all things, a training
he employs with the wellspring spell.  With this working, the caster may
call forth a spring of pure, enchanted water onto solid ground.  Any who
drink of this spring will find their thirst quenched, but moreover the pure
waters will begin to refresh their movement points, as well, and will
continue to do so, as needed, for a short time afterwards.  Drinking
multiple times from a wellspring will neither harm the drinker nor provide
any additional benefit.  The enchantment cannot last outside of the spring
itself, and so should one fill a flask from the spring, it will be only
mundane -- if clear and clean --- water.  

Primary Attribute: Intelligence
Level 5: Create Food
Duration : Instantaneous                               Minimum Cost: 5 mana
Range    : Room

Syntax: Cast 'Create Food' <type>

This spell calls forth a bit of food, creating it in the room where the caster
stands, that anyone might take it. A caster of higher level will create more
filling food than one who is earlier in their training. The spell will
randomly create one of many varying types, or anyone over level 20 may specify
their preference from amongst those options.

Primary Attribute: Intelligence
Level 6: Draught of the Seas
Duration : 12 Hours                                 Minimum Cost: 50 mana
Range    : Special                                  Reuse Delay: 12 Hours

Syntax: Cast 'Draught of the Seas' <target>

This spell must be cast upon a container of water carried by the caster. When
anyone drinks from this container, they will be healed. The first time will
have the greatest effect; afterward the drinker will be healed by roughly
half that first amount. Should the container go empty or be refilled, this
spell will end prematurely.

Primary Attribute: Intelligence, Wisdom
Level 8: Ritual Cleansing
Duration : Instantaneous                               Minimum Cost: 5 mana
Range    : Single PC, Mob, or Item

Syntax: Cast 'Ritual Cleansing' <target>

By this spell, a mage of water may attempt to purify any curses afflicting the
target, be it person or object. Should it be a person-- be they PC or mobile--
this spell will attempt to remove any curses upon their equipment as well.

Primary Attribute: Intelligence

See also: CURSE
Level 9: Whiteout
Duration : Level/12 Hours                           Minimum Cost: 15 mana
Range    : Target PC or Mob

Syntax: Cast 'Whiteout' <target>

This spell blasts a small burst of snow in the target's eyes, impeding their
vision. They will still be able to see, but be unable to scan out of the
current room and be far more likely to miss attacks due to armour class. This
spell has no effect on anyone who cannot be blinded, and the frostkin skill
has a chance to negate this effect. Blindfighting also assists in combat
against the effect.

Primary Attribute: Intelligence
Level 10: Sunset Sigil
Duration : Level/2 Hours                            Minimum Cost: 30 mana
Range    : Target PC or Mob

Syntax: Cast 'Sunset Sigil' <target>

The Sunset sigil bestows a measure of Lielqan's grace upon its target,
allowing them to breathe and move freely underwater, allowing them to defend
and use all combat skills as easily as on land. The sigil wards against the
drown spell, and supercedes water breathing and amphibious breathing.

Primary Attribute: Intelligence, Wisdom
Level 11: Communion
Duration : Level/2 Hours                            Minimum Cost: 80 mana
Range    : Caster's Group

Syntax: Cast 'Communion'

This spell offers the caster's group a sustaining taste of purest water. This
offers a bonus to everyone's armour class, saves, and hit points. The spell
may be re-cast before it has expired to renew the benefit. The undead,
obviously, do not drink.

Primary Attribute: Wisdom, Charisma
Level 13: Rune of Life
Duration : 35 Hours                          Minimum Cost: 100 mana
Range    : Target Inventory Weapon           Recast Delay: 50-(Level/4) Hrs

Syntax: Cast 'Rune of Life' <weapon>

A mystical symbol scribed upon a weapon, a rune of life indicates a direct
channel to the elemental plane of water. A weapon with this rune will
frequently heal the wielder, when it is used in battle. The caster will find
their maximum mana penalized for the duration of the recast delay,
proportionally to their level.

Primary Attribute: Intelligence, Wisdom
Level 14: Douse
Duration : Instantaneous                             Minimum Cost: 25 mana
Range    : Target PC or Mob

Syntax: Cast 'Douse' <target>

This spell will attempt to put out any lingering flames on the target, such as
those caused by consume, rune of embers, aggravate wounds, coronal glow, or
smoulder, at the small cost of leaving the target somewhat wet afterwards. The
water will also clear away blindness caused by dirt kicking, blinding dust,
and smoke. Restore vigor will expand the uses of this spell somewhat.

Primary Attribute: Intelligence, Wisdom

See also: RESTORE VIGOR
Level 15: Heatsink
Duration : Level/16 Hours                           Minimum Cost: 40 Mana
Range    : Target PC or Mob
  
Syntax: Cast 'Heatsink' <target>
  
This spell will attempt to ice over its target's weapon, causing a small
amount of damage each time they attack and causing the weapon to deal cold
damage. It is ineffective against someone who is not using a weapon, as well
as weapons that already deal cold or fire damage, and those that are uniquely
aflame or freezing.
  
This spell always succeeds when cast on oneself.
  
Primary Attribute: Intelligence
Level 16: Protective Shield
Duration : Level/16 Hours                    Minimum Cost: 60 mana
Range    : Caster Only

Syntax: Cast 'Protective Shield'

This spell calls forth a protective shield to ward against bashing, shield
bashing, and surprise attacks. Like most such defenses, it is imperfect but
typically reliable.

Primary Attribute: Intelligence

See also: BASH
Level 17: Shield
Duration : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
Level 17: Soothing Mist
Duration : One Half Hour                            Minimum Cost: 80 mana
Range    : Target PC or Mob

Syntax: Cast 'Soothing Mist' <target>

This spell envelops its target with a pleasant mist, healing them every round
of combat for its duration.

Primary Attribute: Intelligence, Wisdom
Level 19: Purify
Duration : Instantaneous                              Minimum Cost: 45 mana
Range    : Target PC or Mob

Syntax: Cast 'Purify' <target>

This spell calls upon the healing power of water to wash away various
maladies. By itself, this spell will cure both poisons and blindness (as per
the spell). The skills treat infection, restore vigor, and clarify mind will
expand this spell's capabilities.

Primary Attribute: Intelligence, Wisdom

See also: TREAT INFECTION, RESTORE VIGOR, CLARIFY MIND
Level 21: Iceblast
Duration : Instantaneous                            Minimum Cost: 25 mana
Range    : Target PC or Mob

Syntax: Cast 'Iceblast' <target>

Iceblast will call forth a large burst of pure ice, damaging its target.

Primary Attribute: Intelligence, Dexterity
Level 22: Cure Critical
Duration : Instantaneous                              Minimum Cost: 25 mana
Range    : Single PC or Mob

Syntax: Cast 'Cure Critical' <target>

The standard spell for healing in most circumstances, cure critical heals
fairly substantial wounds while requiring little effort on the part of the
caster. This spell is somewhat more mana efficient than its more potent
counterpart, heal.

Primary Attribute: Intelligence, Wisdom

See Also: HEAL
Level 23: Sanctuary
Duration : Level/12 hours                           Minimum Cost: 100 Mana
Range    : Single PC or Mob
  
Syntax: Cast 'Sanctuary' <target>
  
The sanctuary spell will protect its target against damage from almost all
sources, reducing it by at most a little less than one-half.  Certain types of
particularly defiling damage will negate this warding, as can desecration or
other, similar Void maledictions.  Characters under the effects of avatar or
cloak of the Void may not be affected by this spell; similarly, if The Lone
Defender song is paired with sanctuary, the combined effect will be greater
than either individually but less than fully additive.
  
Primary Attributes: Intelligence, Wisdom
Level 24: Flood
Duration : 1 Hour                                  Minimum Cost: 50 mana
Range    : Caster's Current Room                   Recast Delay: 12.5 Hours

Syntax: Cast 'Flood'

This spell causes a rush of water to flood the caster's immediate vicinity and
some surrounding rooms. This immediately halts combat and attempts to slow
anyone who had been fighting, unless they could already move freely in water.
The room will be considered underwater until the waters recede; further out
will simply be on water. This will dissipate clouds such as smoke,
smokescreen, or cloudkill. The deluge skill will make floods more powerful and
reduce the delay on casting again.

Primary Attribute: Intelligence

See Also: SLOW, DELUGE
Level 24: Locate Object
Duration : Instantaneous                              Minimum Cost: 20 mana
Range    : Single Object

Syntax: Cast 'Locate Object' <target>

Locate object attempts to find all items in the world identified by a given
keyword or keywords. It cannot find objects of a higher level than the
caster's. A higher level and greater mastery of this spell will produce
markedly better results.

Primary Attribute: Intelligence
Level 25: Word of Recall
Duration : Special                                     Minimum Cost: 5 mana
Range    : Self or Target Groupmate

Syntax: Cast 'Word of Recall' <target>

Word of recall transports its target back to their altar, significantly
reducing their movement points. This spell takes a few moments to take effect,
generally less than half an hour; it can take longer to work on a target who
is currently engaged in combat. Spells such as curse and certain locales may
suppress this spell, preventing it from taking effect; the word might be cast,
but nothing will happen.

Moving to a different room after the spell has been cast but before it takes
effect will also negate the spell.

Primary Attribute: Intelligence

See also: CURSE
Level 26: Polar Aura
Duration : 2 Hours                                 Minimum Cost: 45 mana
Range    : Target PC or Mob

Syntax: Cast 'Polar Aura' <target>

This spell chills the air around its target, providing a resistance to fire
dependent on the caster's level.

Primary Attribute: Intelligence
Level 27: Holy Water
Duration : Instantaneous                              Minimum Cost: 40 mana
Range    : Target Undead Being

Syntax: Cast 'Holy Water' <target>

Aimed at harming evil undead, holy water fires a blast of pure, sanctified
water at its target, at once dousing and burning them with Lielqan's
animosity. Revenants will take reduced damage from this, still clinging to the
fringes of life as they do. It will occasionally automatically kill its
target.

Primary Attribute: Intelligence, Wisdom
Level 28: Heal
Duration : Instantaneous                            Minimum Cost: 55 mana
Range    : Target PC or Mob

Syntax: Cast 'Heal' <target>

While more taxing than the cure critical spell, the heal spell is used to
restore a consistent amount of health to its target. This spell should not be
confused with the healers that can be found acting in various capacities
around the world. This spell is somewhat more mana-efficient than its more
potent counterpart, revitalize.

Primary Attribute: Intelligence

See also: CURE CRITICAL, REVITALIZE, HEALER
Level 29: Currents
Duration: Instantaneous                            Minimum Cost: 40 mana
Range: Single PC or Mob

Syntax: cast 'currents' <target>

With the currents spell, a scholar of water may call forth surrounding
water to throw around his foe.  The currents will fling the target around,
possibly dislodging his weapons, money, or inventory items.  Once the watery
rush abates, the victim will be left briefly stunned.  Those who are
empowered with aquatic movement or have learned the skills of the Waveborne
are particularly resistant to these magics.

Primary Attribute: Intelligence

See Also: AQUATIC MOVEMENT, WAVEBORNE
Level 29: Frozen Heart
Duration : Level/22 Hours                           Minimum Cost: 65 mana
Range    : Single PC or Mob

Syntax: Cast 'Frozen Heart' <target>

Mages of water may attempt to freeze the very hearts of their foes. This spell
will cause a small amount of cold-typed damage when it hits, and periodically
over the duration of the spell. When it strikes, there is a chance that the
target will drop their weapon; for the whole duration they will have
difficulty picking up objects from the ground.

The flare spell offers some measure of protection against a frozen heart,
though only once: frozen heart will dispel the flare.

Primary Attribute: Intelligence, Constitution

See also: CONSUME, FLARE
Level 31: Refine Potion
Duration: Permanent                                 Minimum Cost: 150 mana
Range: Inventory Object

Syntax: cast 'refine potion' <potion>

As a natural part of their general studies, researchers of water magics
are instructed in the art of refining potions.  By carefully concentrating
the magics within a potion, such a scholar may increase the level of the
spell it contains; those of higher level themselves as well as those
particularly skilled in this art will find they can often increase the
potion's power substantially, while even the less-advanced can boost it
somewhat.  

Primary Attribute: Intelligence
Level 32: Mass Heal
Duration : Instantaneous                              Minimum Cost: 85 mana
Range    : Caster's Group

Syntax: Cast 'Mass Heal'

Drawing on powerful healing energies, mass heal will replicate the effects of
the heal spell on the caster's entire group.

Primary Attribute: Intelligence, Wisdom

See also: HEAL
Level 34: Freeze
Duration : Level/10 Hours                             Minimum Cost: 30 mana
Range    : See Text

Syntax: Cast 'Freeze'

Freeze is a spell with two distinct applications. When cast underwater, it
will lag all people in the room who are not grouped with the caster and
penalize their dexterity. If cast anywhere else, this spell coats the ground
with a thin sheen of ice, causing characters who enter or fight within the
room to have a chance to slip and fall. This is most effective when cast on
top of water, but still functions elsewhere. Water templars, water scholars,
and those who are flying are immune to this effect.

Primary Attribute: Intelligence, Dexterity

See also: LAG
Level 36: Mark of Winter
Duration : Level/12 Hours                         Minimum Cost: 85 mana
                                                  Reuse Delay: 8.5-10 Hours

Syntax: Cast 'Mark of Winter'

When scribed upon solid ground, this mark will cause all sources of physical
melee damage to deal cold damage instead. Magical weapons and spells are
uneffected.

Primary Attribute: Intelligence
Level 37: Mend Wounds
Syntax: Cast 'Mend Wounds' <target>

This spell of the element of water attempts to mend 
the more persistent physical injuries an adventurer 
encounters - broken bones, open wounds, or even 
gouged eyes. The spell is not perfect, but on a victim
afflicted with many such injuries, it will do a great
deal toward restoring function.

Primary Attributes: Intelligence, Wisdom
Level 39: Whirlpool
Duration : 1 Hour                                   Minimum Cost: 45 mana
Range    : Target PC or Mob

Syntax: Cast 'Whirlpool' <target>

When successful, this spell will create a whirlpool around its target,
preventing them from fleeing from combat, withdrawing, or using caltrops to
escape. Targets caught in a whirlpool will have their skills hindered by being
in such a state. This spell can only be cast on or under water.

Primary Attribute: Intelligence
Level 41: Frigid Burst
Duration : Instantaneous                            Minimum Cost: 50 mana
Range    : All ungrouped PCs or Mobs in Room

Syntax: Cast 'Frigid Burst'

This spell causes a spray of icicles throughout the caster's current room,
dealing both cold and piercing damage to anyone not grouped with them. The
room will also become colder as a result.

Primary Attribute: Intelligence, Dexterity

Paths and Mixed-Spheres

Greater Paths

At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.

Living Waters

Hailed as healers of unparalled skill, these scholars combine a deep knowledge of medicine with the power of life itself to cure most any ill.

Skills

Level 30: Healers Touch
Syntax: Automatic

With this skill, whenever a scholar of the Living Waters uses the purify or
douse spells, they may also cause their target to gain temporary immunity to
the very condition just removed. The only exceptions to this are fevers (via
purify), being particularly virulent, and both blinding dust and kicked dirt
(via douse), being bits of debris caught in the eye.

Primary Attributes: Wisdom, Charisma

See Also: PURIFY, DOUSE
Level 35: Restore Vigor
Syntax: Automatic

With this skill, a scholar of the Living Waters expands their usage of both
the purify and the douse spells. Purify will now attempt to remove
enfeeblement, weaken, and the strength penalty imposed by enervating ray.
Douse will now attempt to address the effects of both heatwave and weariness.

Primary Attribute: Intelligence

See Also: PURIFY, DOUSE
Level 43: Somatic Arts
Syntax: somaticarts

By training in the somatic arts, a disciple of the Living Waters may
attain an enhanced knowledge of physiology.  With this background to call
upon, she will find that her healing and curing spells come more naturally
to her, requiring slightly less mana to use.  Furthermore, all of the damage
she does will be very slightly increased as she learns to target weaker
parts of her foe's anatomy.  

While the basic training provides only very minor bonuses in this regard,
learning this skill opens up the possibility of more advanced studies. 
Towards this end, the scholar may specialize in a few specific racial
anatomies, though unlocking them requires study of certain texts, which may
or may not be easy to obtain.  Each playable race has a corresponding text,
but the caster should beware, as no mage may specialize in more than three
distinct races.  

Once a racial physiology has been learned, it may be improved through
healing or harming members of that race.  Should the caster specialize in
her own race, she will learn it considerably more quickly.  It is more
difficult to learn from healing than harming; furthermore, intelligence
plays a not-insignificant role in how quickly a race is learned.  Unlike the
basic training, these advanced studies have the potential to substantially
decrease the mana cost of healing or curing, though only of the specialized
race.  Similarly, the damage bonus against that race is also increased,
though less substantially so than the healing bonus.  

To see which races the caster has specialized in as well as the current
level of learning, she should use the 'somaticarts' command.  All other uses
of this skill are automatic.  

Primary Attributes: Intelligence

Spells

Level 39: Revitalize
Duration : Instantaneous                             Minimum Cost: 120 mana
Range    : Target PC or Mob

Syntax: Cast 'Revitalize' <target>

A further refinement on the heal spell, revitalize has double the effect, at a
proportionally increased price.

Primary Attribute: Intelligence, Wisdom

See also: HEAL, CURE CRITICAL
Level 45: Rebirth
Duration : 12 Hours                                  Minimum Cost: 150 mana
Range    : Target Groupmate

Syntax: Cast 'Rebirth' <target>

This spell draws on immensely powerful healing magics to fully restore its
target to health. It will also restore his movement, but the strain on the
system halves his mana and reduce his maximum hit points. This will also
slightly weaken the target. The stress this causes on the target's body means
that it cannot be cast on an individual in rapid succession.

Primary Attribute: Intelligence, Wisdom

See also: REVITALIZE, HEAL, CURE CRITICAL
Level 48: Physiker's Instinct
Duration: 5 hours                                      Minimum Cost: 50 mana
Range: Caster Only

Syntax: cast "physiker's instinct"

With this working, a mage of water may draw on the instincts and guiding
power of the legendary archmage Salyra, lending him a unique focus on the
healing art.  While so focused, the mage will find his healing spells to be
more effective, and his purifying, dousing, and mending spells will succeed
more often, even against very virulent maledictions.  This magically-induced
concentration leaves little time for much else, however, and thus the mage
will be incapable of striking often in combat or casting any but a handful
of healing and warding spells.  

Primary Attribute: Wisdom

Waveborne

Immersed deeply in the magics of the seas, those of the Waveborne gain mastery over waves, oceans, and the pure element of water.

Skills

Level 30: Deluge
Syntax: automatic

The deluge skill intensifies the power of the flood spell, by increasing
the range of the flood, increasing the length of time the rooms remain
flooded, and decreasing the time before the caster may once again invoke a
flood.  

Primary Attribute: Intelligence

See Also: FLOOD

Spells

Level 35: Scry
Duration : Instantaneous                              Minimum Cost: 70 mana
Range    : Target PC or Mob

Syntax: Cast 'Scry' <target>

A powerful divination spell, a scholar of the Waveborne may scry out a target,
looking upon them much like is done face to face. This spell is not stealthy;
the target will know they are being scried upon. A planar barrier will prevent
scrying. Some source of potable water must be present in order for the scholar
to scry. If the target is on or under water, the caster will also see where
they are.

Primary Attribute: Intelligence, Wisdom
Level 38: Water Elemental Summon
Duration: Instantaneous                              Minimum Cost: 130 mana
                                                     Recast Delay: 20 Hours

Syntax: Cast 'Water Elemental Summon'

This spell will call forth an elemental of pure water to aid the caster.
It must be cast on or under water. Water elementals will heal their groups
every so often in combat, and should they remain underwater while injured,
will gradually heal themselves.

Primary Attributes: Intelligence, Charisma

See also: ORDER, RELEASE
Level 44: Drown
Duration: Variable / See Text                       Minimum Cost: 20 mana
Range: Target PC or Mob

Syntax: cast 'drown' <target>

This much-feared working of the Waveborne attempts to fill a target's
lungs with water, so as to drown them even on dry land.  While so afflicted,
the target will take an increasing amount of damage each tick from oxygen
deprivation until he can cough up the water, an action he will automatically
attempt each tick.  Furthermore, he will be unable to speak normally and
will find it difficult to cast spells.  Those who can breathe underwater
will take no damage, though as the water is still present it will continue
to affect speaking and spell-casting, albeit far less frequently.  This
spell is harder to resist when cast over water, and harder yet if cast under
water.  

Primary Attribute: Intelligence
Level 40: Meld with Water
Duration : Instantaneous                             Minimum Cost: 150 mana
Range    : Target PC or Mob/Caster's Group

Syntax: Cast 'Meld with Water' <target>

This spell opens a conduit through the elemental plane of water, through which
the caster and any members of his group who are present will travel to a
specific target. Both the caster and the target must be either on or under
water in order to travel in such a manner.

Primary Attribute: Intelligence

See also: GATE, WIND WALK
Level 47: Solace of the Seas
Duration: 0.5 hours                                 Minimum Cost: 50 mana
Cooldown: 12 - 15 hours, varies by skill            Range: Self or Groupmate

Syntax: cast 'solace of the seas' <target>

When all else fails, the Waveborne have been known to wrap themselves in
a protective coccoon of water magics, seeking out the solace of the seas. 
While so enshrouded, the caster is immune to all damage, but likewise cannot
cause any harm to another.  Furthermore, the serenity he enjoys comes at the
cost of sluggish, slow responses, reducing his combat speed for a long time
even after the immunity has lifted from him.  This solace may be imparted to
a groupmate, or experienced by the caster directly.  

Primary Attribute: Wisdom
Level 51: Maelstrom
Duration : 0.5 + (Level/10) Hours                   Minimum Cost: 200 mana
Range    : Special                                  Recast Delay: Special

Syntax: Cast 'Maelstrom'

The undisputed masters of the open seas, scholars of the Waveborne are able to
make them rise up against their foes. So long as they are in a space where
there are at least three adjacent rooms on or under water, they may cast this
spell, raising the entire contingous body of water in a maelstrom. Maelstrom
waters will continually both lag and damage everyone save the caster within
them; those affected by aquatic movement, Sunset sigil, or are themselves
Waveborne will be less affected. Anyone not caught in a whirlpool, excepting
those affected by the anchor spell, might get thrown out of the room.

The recast delay ranges from 50 to 17.5 hours, dependent on the caster's
proficiency with the spell.

Primary Attribute: Intelligence

See Also: WAVEBORNE, AQUATIC MOVEMENT, SUNSET SIGIL, ANCHOR, FLOOD

Wintertide

By focusing on the chill power of ice, these heralds of Winter serve as a constant reminder that water magics can be as destructive as they are restorative.

Skills

Level 30: Wintertide
Syntax: Automatic

As heralds of winter, frost, and ice, mages of Wintertide develop several
abilities unique to their path.  Certainly not least among them is the
ability to draw the chill of the world itself into their spells.  Those with
this skill will therefore find the effective level of their spells increased
in cold weather, an effect only intensified as the temperature drops.  In
addition, this ability will grant a small boost to the mage's resistance to
cold, which increases with facility with this skill.  

Primary Attributes: Intelligence, Constitution
Level 46: Rimeshard
Duration : Level/16 Hours

Syntax: Automatic

Mages of the Wintertide have learned to manipulate their cold magics to make
their enemies feel the chill more keenly. With this skill, any time the
scholar uses the iceblast, frozen heart, glyph of frost, or frigid burst
spells, there is a chance that anyone struck will become more vulnerable to
cold damage. This escalates only up to a point (about half of a srryn's
natural vulnerability), after which only the duration will be renewed.

Primary Attribute: Intelligence

Spells

Level 35: Arctic Chill
Duration: (level / 10) hours                          Minimum Cost: 40 mana
Cooldown: 2.5 - 5 hours, varies by skill

Syntax: cast 'arctic chill'

By summoning forth the cold endemic to the frozen poles of the world, a
mage may empower his chill workings for time.  While this effect is present,
all cold damage caused by the caster will be slightly higher.  Furthermore,
the power of his frostblast spell will be much enhanced, and when he casts
iceshard he may find it turned into a spray of multiple such shards. 
However, all spells will cost additional mana from the need to draw upon
such cold; as this is more difficult in warmer climes, so too will the mana
cost be higher in warmer temperature, and substantially so in very hot
weather.  

Primary Attribute: Intelligence
Level 38: Encase
Duration (slowed): (level / 20) hours               Minimum Cost: 25 mana
Duration (encased): (level / 34) hours              Range: Single PC or Mob

Syntax: cast 'encase' <target>

This spell attempts to surround the target in encasing ice, doing a small
amount of cold damage and hindering his movements.  The first time it is
applied, the target will find that his movement costs are increased, he is
less dextrous, and he moves more slowly both in combat and simply walking
about.  Should this spell take effect a second time, the hapless victim will
be completely encased in ice, unable to move, attack, or be attacked until
it melts away.  

Primary Attribute: Intelligence

See Also: SLOW
Level 40: Grip of Elanthemir
Duration : Level/10 Hours                            Minimum Cost: 35 mana
Range    : Single PC or Mob

Syntax: Cast 'Grip of Elanthemir' <target>

Calling upon the depths of winter, this spell chills its target to the very
bone. Potions they carry may be instantly shattered. They will suffer a
penalty to all skills, regenerate hit and move points far more slowly. This
will also dispel the enflame spell.

Primary Attribute: Intelligence, Charisma
Level 42: Glaciers Edge
Duration : 10 Hours                                   Minimum Cost: 60 Mana
Range    : See Text

Syntax: Cast "Glacier's Edge"

This spell places a hidden, frigid mark on the caster's current room and
remains inert until cast again in a different room. The two marks will then be
joined with a line of frost, and the caster will know whenever someone crosses
this line, though not where precisely. The lines may be of indefinite length,
and multiple such may be maintained at once. It will not be possible to
determine which line was crossed, should this be done.

Primary Attribute: Intelligence
Level 44: Ice Storm
Duration: 4 hours                                    Minimum Cost: 150 mana
Cooldown: 45 hours                                   Range: Current Area

Syntax: cast 'ice storm'

A mage of Wintertide may use this working to summon forth a powerful
blizzard to blanket the area.  While the area is so affected, movement cost
therein is tripled, attempts to locate others via the 'where' command will
fail, noticing others entering and leaving rooms grows difficult, and
scanning and archery become all but impossible.  Blazing infernos will be
extinguished and prevented, and the area as a whole will grow quite cold, if
not already so.  Furthermore, those caught out in the blowing snow will
suffer periodic cold damage.  Such a storm may not be summoned underwater.  

Primary Attribute: Intelligence
Level 51: Winters Stronghold
Duration: (level / 24) hours                       Minimum Cost: 140 mana
Cooldown: 60 hours

Syntax: cast "winter's stronghold"

This powerful working of Wintertide summons forth barricades of ice to
construct a fortress centered on the caster but spanning many rooms.  This
stronghold of winter will cause all cold damage within it to be increased,
and spells not of the sphere of water will occasionally fail within its
walls.  Those trapped in the fortress may find it difficult to leave through
mundane means until the ice melts; those with the ability to pass freely
through doors will be left unhindered.  A certain minimum amount of space is
required for this working; if not present, it will fail.  

Primary Attribute: Intelligence

Mixed Spheres

All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.

Water/Fire

through careful study of these opposing resonances, scholars of both gain a unique perspective on all matters thermic.

Skills

Level 30: Thermal Mastery
Syntax: Automatic

A scholar of both fire and ice develops a uniquely-nuanced perspective on
all matters caloric, ultimately attaining mastery over both heat and cold. 
With time, this understanding becomes almost intuitive, aiding the whole of
the mage's efforts.  

Thermal mastery offers an increase to both fire and cold damage originating
from the scholar, the amount growing with level.  In addition, the mage will
find himself somewhat more resistant to both forms of damage, and will also
imbue spells he casts from the fire and water spheres with an extra level of
power.  

Primary Attributes: Intelligence, Wisdom

Spells

Level 44: Boil Seas
Duration : Special                                    Minimum Cost: 95 Mana
Range    : Special                                    Reuse Delay: 10 Hours
  
Syntax: Cast 'Boil Seas'
  
With this spell, the caster may channel raw heat into water that surrounds
them, setting the very seas to boiling. While this spell is in effect, all but
the caster or those immune to fire will rapidly take damage from the sheer
heat.
  
This spell will affect a contingous body of water, but the larger it is, the
shorter it will boil. Naturally, this spell must be cast on or under water.
  
Primary Attribute: Intelligence
Level 48: Martyr's Fire
Duration : 3 Hours                                   Minimum Cost: 45 Mana
Range    : Caster Only
  
Syntax: Cast "Martyr's Fire"
  
With this spell, the caster may empower their own healing magics, using their
very life as the fuel. Every time they use such spells, they will incur
irreducible damage-- this can indeed prove fatal.
  
While burning with the martyr's fire, the soothing mist spell has no effect on
the caster, and ordinary healing spells used on themself will not be enhanced.
However, the cleansing flames of the baptism of fire spell will now also heal
the caster.
  
Primary Attributes: Intelligence, Strength
  
See also: BAPTISM OF FIRE
Level 50: Antipode
Duration : 3 Hours                                   Minimum Cost: 55 Mana
Range    : Caster Only
  
Syntax: Cast 'Antipode'
  
This spell draws on the diametric opposition between a mage's spheres,
channeling it into explosive force. While this spell is active, should the
caster use the immolate spell, a great deal of power will be drained from
their own defensive powers-- specifically communion, Sunset sigil, polar aura,
soothing mist, and sanctuary. This will then be channeled to devastating
effect into that immolation, a burst of additional intertwined fire and ice.
This will recur each subsequent casting of the spell so long as the antipode
is active, albeit to a lesser extent with each blow.
  
Should the spells the caster uses to power the antipode be fully depleted,
they will be dispelled.
  
Primary Attribute: Intelligence, Strength
  
See also: IMMOLATE

Water/Void

with mastery over both life and death, an adept of these magics is not to be underestimated.

Skills

Level 30: Malefic Insight
Syntax: automatic

A disciple of both water and void has a unique perspective on
maledictions, being well-versed in both their application and removal.  This
insight lends itself to more effective spells; one who possesses it will
find it easier to purify maladies, as well as render his own maledictions
both more difficult to cure and harder to initially resist.  In addition, it
will grant him a measure of protection against water-borne contaminants.  

Primary Attribute: Wisdom

See Also: CONTAMINATE

Spells

Level 35: Deathly Chill
Duration : Level/20 Hours                           Minimum Cost: 25 mana
Range    : Caster Only

Syntax: Cast 'Deathly Chill'

This spell allows a scholar of both water and Void to infuse negative energies
into their cold spells. While this spell is active, they will do bonus
negative damage on iceblast, frozen heart, glyph of frost, and frigid bust.
Iceblast and frigid burst both may also penalize strength.

Primary Attribute: Intelligence
Level 40: Serene Detachment
Duration : Instantaneous                            Minimum Cost: 80 mana
Range    : Caster's Current Room

Syntax: Cast 'Serene Detachment'

This spell sends a wave of absolute calm through a room, potentially
dispelling: zeal, frenzy, fury of the inferno, consuming rage, living flame,
rage, berserk, enthusiasm, power word fear, dread wave, and adrenaline rush.

This spell does no harm and does not initiate combat.

Primary Attribute: Wisdom, Charisma
Level 45: Darkest Depths
Duration : 4 Hours                                   Minimum Cost: 90 Mana
Range    : Single PC or Mob                          Recast Delay: 12 Hours

Syntax: Cast 'Darkest Depths' <target>

This spell opens up a yawning pit into the icy depths of the sea, sucking the
target down into it. Every half-hour, an attempt is made to escape, and
someone who can move freely underwater (such as via the waveborne skill or the
Sunset sigil) may escape by simply swimming upwards. The pressure of the water
ensures that anyone who cannot breathe underwater is unable to do much but
struggle. It is entirely possible to drown in this place.

Primary Attribute: Intelligence, Dexterity

See also: EARTH MAW

Blog Posts

A Post About A Class

Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…
Read More

Other Classes