Jarek's Book of Water

The book of water was perhaps the first elemental compendium of spells. It appears to have been written by a Babylonian wizard called 'Jarek' around 650BC. He was a master of water magick and probably a hidden pillar of Babylon's prosperity. Water wizards often take a crook as their staff, as a nod of the head to this ancient and mysterious mage.

The information in the book was written upon papyrus in Babylonain. Over the centuries, copies have slightly diluted information and lost the subtleties of the language, but its information is largely preserved, especially since Babyloanian hasn't changed in nearly two and a half millenia. Translations into other languages are acceptable for many spells, but most casters with a serious intention to use water magick learn Babylonian.

Basic Water Spells

The following spells are easy to obtain if one is involved with occult circles. These spells are commonly available in most widely spoken modern languages.

Steam Jet - 2cp
You fire a jet of scalding steam from your index finger. It deals 10 damage and has the short range property.
Steam Jet Ritual: Basic Ritual; Grants the augmentation of steam jet. Requires an arcane tattoo to be inscribed on the subject's hand made from rare ink with coal crushed into it.

Ocean's Embrace - 2cp
You gain immunity to fire attacks.
Ocean's Embrace: Basic Ritual; Grants the augmentation of Ocean's Embrace. Requires rubbing sea salt thoroughly into a deep wound made by an iron dagger, usually in the thigh. Strong painkillers are usually needed by the caster.

Elemental Control (Water, Minor) - 2cp
You can stem, accelerate and direct the spread of water to a small degree. The character may condense, evaporate or move up to 3 feet up to a gallon of water.
Elemental Control (Water, Minor): Basic Ritual; Grants the augmentation of Elemental Control (Water, Minor). Requires a mixture made of Seawater, Silt and Algae which are smeared all over the subject's hands, front and back. 9 hours casting time. The components are consumed in the process.

Like a Fish - 2cp
When immersed in water, your lower half becomes like that of a fish, and grants you supreme swimming prowess. In water, you no longer need to breathe air and gain speed 3 but you gain an obvious fish, dolphin or other aquatic animal tail. You may suppress this ability.
Like a Fish: Basic Ritual; Grants the augmentation of Like a Fish. Requires a pound of flesh of a sea animal of your choice, whose tail yours will represent. This flesh is marinated with various magickal spices, some rare, and charged with an incantation. The flesh is then eaten raw.

Eternal Spring
This ritual finds a point deep in the earth within the circle's confines where water lies. It then drills a tiny hole right down to that point, and creates a stream ever-replicating water, and forces it upwards into a waiting pot, so long as the circle remains intact.
Eternal Spring: Basic Ritual; Requires a magnetised Iron bolt of 1 2/3 cm thick and a specially constructed ceramic pot inscribed with runes and with a 1 2/3 cm diameter hole in the bottom. The iron bolt is drawn to the water source and begins drilling the hole. Once the hole is made, the hole of the pot is place over it. When the spring is completed, the water will continually fill up the pot and no more.

Intermediate Water Spells

The following spells are difficult to obtain amongst occult circles. These spells are nearly impossible, but not unheard of to obtain in the languages basic water spells are available in. Close copies and even originals in Babylonian are retained in a few places.

Icicles - 5cp
You form jagged icicles in your hands and propel them at speed to your enemies. Ranged, 7 damage, 2 shots.
Icicles: Advanced Ritual; Grants the augmentation of Icicles. Requires a large icicle about 50cm long. A conduit tattoo is etched on the subject's wrist. The icicle must then be melted slowly by the caster's body heat coming from their chest, point first, giving the slight illusion that they are driving the icicle into themselves.

Elemental Control (Water, Intermediate) - 5cp
In addition to what can be done with Elemental Control (Water, Minor), the character may divert small rivers, cause water pipes to burst and condense or evaporate up to 10 gallons of water. Gaining this magickal alteration supersedes its minor version and refunds the cp spent on it.
Elemental Control (Water, Intermediate): Advanced Ritual; Grants the augmentation of Elemental Control (Water, Intermediate). Requires a mixture made of Seawater, Silt and Algae which are smeared all over the subject's hands, front and back. The subject must also drink a concoction made of sea salt, distilled water, gold filings and manganese filings. 9 hours casting time. The components are consumed in the process.

Cleansing Hands - 5cp
Your hands gain the ability to heal others and soothe pain by touch. You gain lesser healing.
Cleansing Hands: Advanced Ritual; Grants the augmentation of Cleansing Hands. Requires a paste made of spring waters, minerals, healing herbs and arcane binding agent rubbed on the palms of the hands. Cast time 10 minutes.

Eternal Fountain
As eternal spring, however the magnetised iron bolt may be up to 25cm thick, the pressure can be tweaked, and more adventurous ceramics may be placed around it to create beautiful fountains and grand waterfalls. Many occultists agree that this was probably the legendary autonomous watering system for the hanging gardens.
Eternal Fountain: Advanced Ritual; Requires a magnetised Iron bolt of up to 25cm thickness and specially constructed ceramic workings inscribed with runes and with a hole in the bottom with diameter equal to that of the iron bolt. The iron bolt is drawn to the water source and begins drilling the hole. Once the hole is made, the hole of the ceramics is placed over it. When the fountain is completed, the water will continually flow through the hole and to wherever its channels send it. Certain pressures and flow rates may be set by tweaking the setup of the spell, but cannot be changed once the spell is active.

Master Water Spells

The following spells are nearly impossible to obtain amongst occult circles.

Word of Ice - 10cp
You can fire deadly barbed icicles at your enemies. They deal 15 damage, and have two shots. Learning this word supersedes icicles and refunds the cp spent on it.

Word of Water - 10cp
In addition to what can be done with Elemental Control (Water, Intermediate), the character may divert larger rivers, cause dams or levies to burst and condense or evaporate up to 100 gallons of water. Learning this word supersedes its minor and intermediate version and refunds the cp spent on it.

Synergy Spells and Effects

The following spells are gained when two spells or an ability and a spell from the book of water are known by the same person. They are generally taken to be logical leaps that are easily made once both spells are known due to the necessary level of magickal understanding necessary to use one or both spells.

None yet.