Using this spell, the caster can animate any single body of water within 48 yards. The maximum area of water which may be affected is a 6-yard radius circle, but this may be part of a much larger body of water such as a river or lake, the bulk of which will not be affected. The Elementalist must stay within 48 yards of the water and cannot perform any activity other than walking at half pace. Should the caster move out of range or be interrupted, the spell immediately ends. Otherwise, the spell lasts for an hour or until the caster dispels it.
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| - Using this spell, the caster can animate any single body of water within 48 yards. The maximum area of water which may be affected is a 6-yard radius circle, but this may be part of a much larger body of water such as a river or lake, the bulk of which will not be affected. The Elementalist must stay within 48 yards of the water and cannot perform any activity other than walking at half pace. Should the caster move out of range or be interrupted, the spell immediately ends. Otherwise, the spell lasts for an hour or until the caster dispels it.
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Level
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Spell
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Range
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MP
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Ingredients
| - A body of water of at least 12 yards diameter
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Duration
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abstract
| - Using this spell, the caster can animate any single body of water within 48 yards. The maximum area of water which may be affected is a 6-yard radius circle, but this may be part of a much larger body of water such as a river or lake, the bulk of which will not be affected. The animated water will manifest up to 12 pseudopods, each up to 24 yards long, with which it may make up to 12 attacks. Attacks are at S 6 with WS 73% and armour has no effect on the damage caused, although creatures with the ability to breathe underwater reduce all damage by 3 points. Victims cannot damage the pseudopods unless wielding magical weapons. Any single hit on the pseudopod which inflicts 4 or more W will destroy it. The complete profile of the animated water is as follows: The Elementalist must stay within 48 yards of the water and cannot perform any activity other than walking at half pace. Should the caster move out of range or be interrupted, the spell immediately ends. Otherwise, the spell lasts for an hour or until the caster dispels it.
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