Water Scholars

Encompassing the powers of healing, protection, and knowledge, scholars of this sphere draw their influence from the powers of water. Resonanting with lawful and good tendencies, scholars who are chaotic or evil cannot choose this sphere as a discipline.

Water Scholar Skills Water Scholar Spells Notes From the Legends

Skills

1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.

1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.

1 staves
BRANDISH brandishes a magical staff. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.

1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.

6 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

7 haggle
The haggle skills allows you to bargain with merchants, lowering their prices.

10 lore
The lore skill is not currently implemented. Expect it soon, but don't ask, as we've got bigger things to worry about.

14 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.

25 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

30 fast healing
This skill allows you to regenerate hit points faster.

30 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.

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Spells

Ordinary Spells
Minor Water Spells
Major Water Spells
Greater Water Spells

1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.

1 cure light
This spell cures damage on the target character.

1 iceshard
This spell is of the sphere of Water, and results in a small shard of ice flying at the victim, inflicting a minor amount of cold damage.

3 create water
This spell replenishes a drink container with water.

4 create food
This spell creates an item of food, which you or anyone else can eat.

4 detect invis
This spell enables the caster to detect invisible objects and characters.

5 cure serious
This spell cures damage on the target character.

5 refresh
This spell refreshes the movement points of a character who is out of movement points.

6 create spring
This spell brings forth a magical spring from the ground, which has the same properties as a fountain.

9 cure poison
This spell cures poison in one so unfortunate.

9 cleanse food
This spell removes all poisons from a given piece of food or container of water, including, but not limited to, an assassin's taint.

10 cure critical
This spell cures damage on the target character.

11 cure blindness
This spell cures blindness in one so unfortunate.

11 water breathing
The water breathing spell allows the target to breathe underwater, for the duration of the spell.

13 cure disease
This spell cures disease in one so unfortunate.

14 cancellation
This spell removes magical effects from the target. Cancellation can only be used on allies, but is very effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells.

15 identify
This spell reveals information about the object.

15 locate object
This spell reveals the location of all objects with the given name.

16 holy water
Using sanctified water and a small channel to the elemental planes, this spell allows the scholar of water to spray a target with holy water. Creatures which are undead, have their origin in the Void, or otherwise vulnerable to holy attacks will suffer signifigant amounts of damage from contact with the water.

17 rune of life
The rune of life is one of the mystical sigils used by water scholars to render healing. The rune of life is applied to a particular weapon, causing the target to heal the wielder periodically if the weapon is used in combat. Each rune requires a loss of mana while it is in existence, as they use the scholar's conduit to the elemental plane of water to operate succesfully.

19 protective shield
This spell is available to all scholars. It creates a protective shell which prevents the caster from being bashed.

19 protection from fire
This spell is used by water scholars to shield themselves from the ravages of fire. Surrounding them in a protective aura, it reduces fire related damage. The aura may only be used on the caster's own person, due to the necessary attunement with the elemental forces of water.

20 heal
This spell cures damage on the target character.

20 remove curse
This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. Spirit scholars, being attuned mainly to individual energies, cannot target objects with this spell.

21 sanctuary
The SANCTUARY spell reduces the damage taken by the character from any attack by one half.

22 flood
This spell is of the sphere of Water, and causes all fighting to cease when it is cast. It also slows everyone but the caster for a brief duration.

22 water walk
This spell allows a water scholar and his or her party to walk on water, obviating the need for a boat. While affected by the spell, they will also find travel over water easier, requiring less stamina to move from place to place.

23 communion
This spell is of the sphere of Water, and will heal and bless everyone present at the casting of the spell.

23 heatsink
The heatsink spell draws all heat from an opponent's weapon, causing them to suffer a bit of damage from the freezing cold each time that weapon is used to attack.

25 word of recall
This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell.

25 water elemental summon
The water elemental spell summons a being of the elemental plane of water to aid the caster. The elemental does not excel in physical combat, but does periodically cast healing supplications on the caster's party. This spell can only be succesfully cast on or under water. The elemental will also become more powerful if used exclusively in watery areas.

26 mend wounds
This spell of the element of water attempts to mend the more persistent physical injuries an adventurer encounters - broken bones, open wounds, or even gouged eyes. The spell is not perfect, but on a victim afflicted with many such injuries, it will do a great deal toward restoring function.

27 frostbite
The frostbite is a spell of the sphere of water which attempts to draw the heat from the target's fingers. If successful, the victim will find their ability to handle weapons in combat impaired, as well as their ability to pick items up off the ground.

28 iceblast
This spell is of the sphere of Water, and results in a great flow of ice attacking the victim. It inflicts cold damage on the victim.

28 mass heal
The mass healing spell is a powerful spell which acts to heal each member of your current group.

30 purify
This spell is of the sphere of Water, and it attempts to cure the victim of any and all adverse afflictions.

30 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.

30 protection from poison
This spell gives the caster immunity from any form of poison, using the magic of water to flush the poison fromthe body.

31 currents
The currents spell is a reflection of a water scholar's mastery of his chosen element. Victims who are on or are in water are moved randomly about the area.

31 whirlpool
This spell of the element of water may only be cast on foes which are on or in water. Foes who are successfully caught in the whirpool will be unable to flee, and will find their ability to perform specialized skills or cast spells impaired.

34 revitalize
The revitalize spell is one of the more potent healing spells in the arsenal of the skilled scholar of water. More powerful than the basic heal spell, it revitalizes the target, restoring a good portion of lost health.

35 meld with water
This spell allows a water scholar and his or her group to briefly travel through the elemental plane of water. The target of the spell must be on or in water, as must the caster's group upon casting the spell. If successful, the caster's group will succesfully appear at the desired target, which is a monster or player in the caster's range.

37 rebirth
The rebirth spell is a powerful healing spell of the sphere of water. Rebirth will completely heal a person's wounds, but it will weaken their strength of body and health temporarily, due to the comprehensive nature of the healing. Rebirth can not be cast in rapid succession ona person.

38 scry
This divinatory spell is associated with the element of water. Using it, the caster is able to discern the general appearance and clothing of a given target, even from great distances. This spell requires water of some form of flat water to function, such as a spring or pool.

38 ice storm
The ice storm spell fills an entire region of the world with an excess of frozen precipitation. Cast only by the scholars of water, this blizzard spell has a number of affects. Creatures in the affect area will be unable to scan with any effectiveness. The icy winds damage all those who remain in the area, and movement through the storm is impaired. Additionally, attempts to use messengers or others such means to locate the whereabouts of others in the area fail completely.

40 encase
This spell is used by water scholars to immobilize their foes. Each time the spell is cast, the foe will slow, until they are eventually completely encased in ice.

42 resurrection
The resurrect spell represents the pinnacle of a scholar of water's magical endeavours. Using the restorative magics of his sphere, the scholar can actually restore a person to flesh after dying. Both the spirit of the departed and their corpse must be in the same room. The deceased is restored to physical life, and with luck, even vitality lost in the death will be retored.

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Notes From the Legends

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