Water theurgists tend to congregate around geography rather than around divine affiliation. Most water theurgists grew up in cultures where water is always on the mind, those who live near the sea or those who live near the desert.
(Dexterity + Athletics)
● Fluid Adaptation: Subjects gain water breathing for 30 minutes per success or water walking for 2 hours per success. Two successes are needed to let a horse with a rider run on water.
Spread
OR
The character can sense the nearest source of water within two miles or if they are on the see, they can sense how deep it is to the sea floor and the direction of the nearest land (if it's within 5 miles). Finding water does not necessarily mean finding clean drinkable water.
Instant
●● Fluid Defense: The recipient of this theurgy gains a free success on all dodge rolls for a scene, assuming they make a dodge roll. if a character does not declare a dodge, they don't receive a free success.
Persistent
●●● Freedom of Movement: Land creatures subject to this theurgy do not receive movement or combat penalties underwater, even when carrying heavy gear. Sea creatures subject to this theurgy do not receive movement or combat penalties outside of the water.
The character ignores movement or combat penalties based on environment or circumstance short of total immunization. So penalties for fighting on the deck of a ship during a storm, fighting in deep mud, fighting on ice, fighting in closed spaces, etc.
The successes of the spell mitigate magic that impacts movement or combat actions, reducing all hostile effects of this nature down to the one-dot level. Assuming the spell impedes the body, iut doesn't affect pain or mental compulsion attacks.
Persistent
●●●● Command the Living Waters: Conjure one or more water elementals, in either ten minutes or with one standard action and 50 drams of reagents. There needs to be a large quantity of water, ice, or snow nearby. It doesn't matter if it's salt or fresh water. If the water is dirty, it might slow down the elemental initially as it expels particulates from it's body before acting.
One success can summon a small elemental, two successes can summon a medium elemental, and three successes can summon a large elemental.
You can mix and match. Four successes can summon two medium air elementals or one large and one small elemental.
Instant (once summoned, elementals cannot be dispelled with normal dispel magic attempts)
●●●●● Fluid Battle Form: Turn casters body into living water for a scene.
Persistent
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