Water

Water is a spell sphere of Magic in the Endless War! It is strong vs Fire but weak vs Earth.

Water is the Variety, or Trick magic. It has less direct offensive spells than other spheres, but has a wide variety of other effects.

Level 1 spells

 * Frost Arrows: No roll required. For the next 5 turns, your chosen ranged weapon deals an additional +1 Ice damage for each successful attack.


 * Touch of Rust: Roll Muscle + Unarmed Combat, your opponent resists with a basic dodge. If successful, their armor is Rusted, and no longer gives benefits for the rest of the battle.


 * Breath of Fog: No roll is required. For the next 5 turns, all rolls that require Charm or Heightened Senses suffer a penalty equal to your Brains score. This includes stealth detection.

Level 2 spells

 * Ice Javelin: Roll Agility + Ranged combat vs a normal dodge ((NPC's use magic resistance)). If successful, deal Ice damage equal to your Brains + 3. If failed, deal no damage.


 * Slippery Weapon: Make a ranged attack vs your opponent. If successful, instead of dealing damage, you instead cause one of their weapons to become Slippery. It is automatically dropped, and cannot be reclaimed for the next 5 turns.


 * Winding Waves: No roll is required. For the next 3 rounds, you may change the stat used in a stat-skill combination in each round. The stat is only changed in the given combination for the round you change it, i.e. if you swap Agility with Mysticism to make a ranged attack, you still must use Agility to make a basic dodge, and vice-versa.


 * Permafrost Armor: No roll is required. For the next 5 rounds, all damage taken is reduced by 1/2 your Brains score (rounded down). Fire damage is reduced by your entire Brains score. Earth damage is unaffected.