“The calling of Jolinn’s soldiers is a worthy one. I’m grateful to have studied with them.” – Cidone Rotheld, former candidate for Patrician of Earendam

Water templars combine both the healing and destructive forms of water magic with a swordsman’s skills. They are bastions of protection, fusing magic and shield to ward those around them. Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil.


Introduction

Revealed by Jolinn during the War of Fire, the magics of Water have had an incalculable effect on Avendar. In short order, the rudiments of these spells were applied to combat, as there was little time to save what remained from the rampaging srryn. The Water templar is, therefore, a blend of the military rigor of soldiers and the healing powers of the sphere. Humans and aelin are among the oldest practitioners of this art, but its appreciation has expanded with the passing of ages. The kankoran, for example, find the chill of Water magic well-matched to their native climes. Although some fringe elements of the srryn have embraced the path of the Water templar, they are often outsiders in who toil in the name of Fenthira.

Water templars are bastions of protection, fusing magic and shield to ward those around them. Their characteristic ginta can bring the bite of a winter storm, or suffuse them with the healing power of the seas. These warriors focus primiarily on attrition, as few can outlast a skilled Water templar in prolonged combat. While the creed favors swords, it is not uncommon to see a Water templar choose the spear if the situation calls for it. However, it is rare to see a Water templar separated from his shield, as he can derive more effect from one than simply blocking.

Water resonates with the power of law and good, and cannot be commanded by those predisposed to chaos or evil. While many Water templars honor Jolinn as their patron, they have been equally known to seek the favor of others, such as Iandir. All students of the waves, however, should be mindful of the Lord of the Sapphire Spear’s wrath when choosing how best to apply their talents.


Class Abilities

Click an ability name to see more details.

Skills

Level 1: recover
Duration : Instantaneous
Range    : Self Only                                   Reuse Delay: 6 Hours

Syntax: Recover

Adventurers all learn a basic technique to draw upon the divine threads of
power that attune them to their altar and restore some lost hit points.

Primary Attribute: Wisdom
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: 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: spear
Syntax: Automatic

A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: shield block
Syntax: Automatic

Shield block is the art of using a shield to ward off blows in melee. This
skill is primarily effective against daggers, and least effective against
whips, flails, maces, and axes. Shield block is the favoured defense
of of water and Void templars and most fighters, though other schools teach
the skill as well.

It's much harder to shield block after an arm has been boneshattered.

Primary Attribute: Strength, Dexterity
Level 3: bandage
Duration : Instantaneous
Range    : Target PC or Mob                           Reuse Delay : See Text

Syntax: Bandage <target>

Those skilled in mundane first aid may quickly apply a bandage to injuries,
healing the target and providing a chance to stave off poison. Without the
field medicine skill, this may be done every 6 hours. With the skill, it takes
8, in light of the more thorough attention.

Primary Attribute: Wisdom, Dexterity

See also: POULTICE, FIELD MEDICINE
Level 5: enhanced damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 6: second attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second 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, Strength

See also: DUAL WIELD
Level 7: 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 8: 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 9: 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 11: dodge
Syntax: Automatic

Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.

All aelin receive a bonus to this skill.

Primary Attribute: Dexterity
Level 12: rescue
Range    : Target PC or Mobile

Syntax: Rescue <target>

Rescue allows the user intercede in combat for another. This will direct the
melee blows of the target's foe at the user, removing them from combat. If the
target is being targeted by multiple opponents, they will need to be rescued
from each one in turn. It is not possible to rescue someone who is not being
targeted by any enemies. A character who is autoassisting will immediately
rejoin combat after being rescued.

Primary Attribute: Charisma, Dexterity

See also: AUTOASSIST, AUTOATTACK
Level 16: 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 17: shield bash
Duration : Instantaneous                                       Cost: 6 Mana
Range    : Target PC or Mob

Syntax: Shield <target>

This skill may be used to slam one's shield into one's foes, lagging them.
This is slightly more effacious against the protective shield spell than
ordinary bashing. Targets who are asleep, sitting, or resting may not be
shield bashed.

Primary Attribute: Strength, Dexterity

See also: BASH, TRIP, LAG
Level 18: third attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second 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, Strength

See also: DUAL WIELD
Level 22: 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: field medicine
Syntax: Automatic

Skilled in battlefield healing, this skill allows a water templar to heal
their groups when using life shields, the form of the living seas, and healing
wards. They may also use this skill to attempt to remove blindness or poison
when bandaging someone. Additionally, should someone with this skill be in a
group with someone who suffers from any magical disease, there is a chance
each half-hour that they will feel no ill effects, taking no damage and not
spreading it. This will not cure the disease, simply allow them to try to
muscle through it.

Primary Attributes: Wisdom, Dexterity

See Also: BANDAGE, LIFE SHIELD, FORM OF THE LIVING SEAS, HEALING WARD
Level 26: shield cover
Duration : Level/4 Hours                        Minimum Cost: 20 mana
Range    : User's Group

Syntax: Shieldcover

Fusing the protective magics of the seas and defensive formations, a water
templar may cover others in his group from melee attacks they are incurring.
The templar himself does not benefit personally from this.This skill is also
contingent on how well he blocks ordinarily with a shield. Benefits gained
from blocking with a life shield also occur when the templar successfully
wards his group in this manner.

Primary Attributes: Intelligence, Dexterity

See also: SHIELD BLOCK, LIFE SHIELD, PHALANX
Level 30: healing ward
Duration : Up to 3 Hours
Range    : User and Their Group                       Reuse Delay: 2 Hours

Syntax: Healingward

Trained for rushed situations on the battlefield where individualized
attention may not always be possible, water templars are able to release a
healing ward around them. Urging their companions onward with their battle
cry, the ward will heal the templar and potentially their group, dependent on
their proficiency with the field medicine skill.

Primary Attribute: Wisdom, Dexterity

See also: BATTLECRY, SORTIE, WARCRY, FIELD MEDICINE
Level 36: frost strike
Duration : 1 Tick                                Weapon: Sword
Range    : Current Opponent                      Minimum Cost: 15 mana

Syntax: Froststrike

Water templars have devised this form of the meditative strike, allowing
them to make a short, sharp strike with their sword, delivering a chilling
blow to their enemy.  When this blow hits, there is a chance of drawing the
heat from the target's weapon, rendering it painful to wield.  

Primary Attributes: Intelligence, Dexterity

See Also: HEATSINK

Forms

Level 16: Form of the Living Seas
                                                  Cost per Round: 5 mana

Syntax: Assume 'Living Seas'

A fusion of the healing magics of the seas and the sword-forms utilized by
swordmasters, a water templar may use this form to heal themself and
potentially their group, dependent on their field medicine skill.

Primary Attribute: Wisdom, Dexterity

See also: FIELD MEDICINE
Level 23: Form of the Winter Wind
                                                  Cost per Round: 10 mana

Syntax: Assume 'Winter Wind'

Delving into the meditative fighting styles of the swordmasters and melding it
with the magics of their sphere, water templars use this form to discharge
bursts of ice through their sword, attempting to hamper their dexterity and
skills. An opponent so struck may also lose his grip on his weapon, dropping
it.

Primary Attribute: Intelligence, Dexterity

See also: DISARM, FORMS

Spells

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 4: 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 5: ccreate 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: iceshard
Duration : Instantaneous                              Minimum Cost: 15 mana
Range    : Single PC or Mob

Syntax: cast 'iceshard' <target>

This spell calls a jagged piece of ice to strike the target, dealing damage
and potentially penalizing their dexterity. This effect is cumulative.

This spell restores a portion of mana spent when casting it.

Primary Attributes: Intelligence, Dexterity

See also: MAGIC APTITUDE
Level 7: create spring
Duration : Level/2 hours                          Minimum Cost: 20 mana
Range    : Room

Syntax: Cast 'Create Spring'

This spell will call up a magical spring from the ground at the caster's
location, providing fresh water for anyone in the room.

Primary Attribute: Intelligence
Level 10: shield
Duration : Level/2 Hours                          Minimum Cost: 75 mana
Range    : Caster or Target Item

Syntax: Cast 'Frozen Shield' <target>

This spell enchants a shield with a frigid chill; this causes it to grant
additional hitroll, damroll, and resistance to fire. When cast upon a blessed
item, the duration will be extended. One may place this spell upon a held
shield by casting it upon oneself. This spell does not coexist with Rotheld's
Bulwark; one may use one or the other, but not both.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION
Level 13: frozen shield
Duration : Level/2 Hours                          Minimum Cost: 75 mana
Range    : Caster or Target Item

Syntax: Cast 'Frozen Shield' <target>

This spell enchants a shield with a frigid chill; this causes it to grant
additional hitroll, damroll, and resistance to fire. When cast upon a blessed
item, the duration will be extended. One may place this spell upon a held
shield by casting it upon oneself. This spell does not coexist with Rotheld's
Bulwark; one may use one or the other, but not both.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION
Level 14: 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 15: frostbrand
Duration : Level/6 Hours                              Minimum Cost: 50 mana
Range    : Target Weapon

Syntax: Cast 'Frostbrand' <target>

Frostbrand imbues a weapon with a deep chill, making it deal cold damage. This
cannot be cast on weapons that are innately darkened, evil, or that reject the
good-aligned, nor can it be cast upon innately fiery weapons, or those that
burst with flame or frost.  When cast upon a blessed item, the duration will
be extended. One may place this spell upon a wielded weapon by casting it upon
oneself.

Primary Attribute: Intelligence, Wisdom
Level 17: refresh
Duration : Instantaneous                              Minimum Cost: 12 mana
Range    : Target PC or Mob

Syntax: Cast 'Refresh' <target>

This spell will restore some lost movement points to the target. The amount
restored is greatly contingent on the level of the caster.

Primary Attribute: Intelligence, Wisdom

See also: MOVEMENT
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 20: Rotheld's bulwark
Duration : Level/2 Hours                           Minimum Cost: 75 mana
Range    : Caster or Target Item

Syntax: Cast "Rotheld's Bulwark" <target>

This spell enchants a shield with the power of life itself. Any time the user
blocks an attack with this shield, part of the healing energy imbued into
shield will flow forth into the wearer and potentially their group, dependent
on their proficiency with field medicine. One may place this spell upon a held
shield by casting it upon oneself. This spell does not coexist with frozen
shield
 one may use one or the other, but not both.

Primary Attributes: Intelligence, Wisdom

See also: FIELD MEDICINE
Level 21: 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 24: icebolt
Duration : Instantaneous                              Minimum Cost: 25 mana
Range    : Target PC or Mob

Syntax: Cast 'Icebolt' <target> <optional direction>

This spell calls forth a focused burst of ice, dealing damage to its target.
It may optionally be aimed at a target up to a room away from the caster,
though spells which block vision into that room will prevent this from
occurring. A smoke-filled room will impede even attempts to direct this spell
to a nearby target, as well.

Primary Attribute: Intelligence, Dexterity
Level 25: 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' <target>

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. One may place this spell upon a wielded weapon
by casting it upon oneself.

Primary Attribute: Intelligence, Wisdom
Level 27: 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 28: 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 29: 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 31: cone of cold
Duration : Instantaneous                         Minimum Cost: 40 mana
Range    : All Fighting the Caster

Syntax: Cast 'Cone of Cold'

Calling forth a wide burst of ice, this spell deals damage to everyone who is
currently fighting the caster.

Primary Attribute: Intelligence, Dexterity
Level 32: 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 33: wall of water
Duration : Level/24 Hours                             Minimum Cost: 85 mana
Range    : Current Room                               Recast Delay: 6 Hours

Syntax: Cast 'Wall of Water'

This spell floods the caster's current room entirely with water, sealing it to
ensure it stays in place. For the duration of this spell, it is considered as
being underwater in every way; water breathing is needed to travel within the
room and aquatic movement to fight properly within. Spells which are affected
by the presence of this much water will behave as they normally would under
such conditions. Blast and blazing inferno spells can neither be cast nor
spread into a wall of water. Smoke, smokescreen, and cloudkill will be
dissipated by this wall. Anyone hiding or camouflaged within the room when
the wall is cast will be revealed.

Primary Attribute: Intelligence
Level 34: ranged healing
Duration : Instantaneous                             Minimum Cost: 30 mana
Range    : Target Other PC or Mob

Syntax: Cast 'Ranged Healing' <target> <direction>

This spell will imbue a force of life and healing into its target. Unlike all
other such spells, the target must not be in the same room as the caster;
they must be in an adjacent room for the spell to work. It is not a powerful
healing, and the magic cannot be worked while the caster is engaged in combat,
but templars of water do find it valuable in specialized situations. It is not
possible to cast this into a room you cannot see into.

Primary Attribute: Intelligence, Dexterity

See also: ICEBOLT, CURE CRITICAL
Level 38: icy prison
Duration : Level/20 Hours                             Minimum Cost: 50 mana
Range    : Target PC or Mob

Syntax: Cast 'Icy Prison' <target>

Creating a thick shell of ice around its target, imprisoning them. Within this
shell, the victim is able to move freely; the spell itself is harmless in
that sense. Most transportation spells cannot be activated from within the
prison, though area-of-effect fire spells cast within or around a prison will
melt it.

Primary Attribute: Intelligence
Level 40: 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

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