College of Hydromancy
At this college you will study disciplines involving the element of water.
A wizard must be at least Fourth Level to attend this college. The tuition is 3500 gp; the seminar requires one full week of intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will receive the Waterclean spell. The remainder of the college's spells will be available for you to purchase at the Guild.
Level Three -- 1500 gp
IQ = 14, DX = 10
Waterclean / 10 / --
Completely purifies a quantity of water of all contaminants (including poisons); up to (the caster's level squared) quarts.
Sploosh! / [E] / 10 / range 50'
Summons 20 gallons of water from the nearest source (if within a mile or so) and dumps it atop the target.
Level Four -- 2000 gp
IQ = 16, DX = 11
Water Puppet / [D] / 15 / --
Animates a body of water or vapor (up to one quart per Level of caster); it has movement ability within its natural capacity and will act under the conscious direction of the caster. The range of control is not limited, but it will not act independently or upon instructions. Lasts one turn.
Gill Frill / [D] / 16 / --
Allows a person to breath underwater for one hour.
Level Five -- 2500 gp
IQ = 18, DX = 12
Float Feet / [D] / 15 / --
Allows a person to walk on water for one turn.
Level Six -- 3500 gp
IQ = 20, DX = 13
Wall of Water / 12 / --
This conforms to the standard rules for Wall spells. It is just a wall of ordinary water. (Drinking it will do no good, any water removed from the wall area disappears. It does, however, make a heck of a swimming pool.)
Level Seven -- 4000 gp
IQ = 22, DX = 14
Mist / 20 / --
The caster turns into steam -- it lasts three (ten minute) turns or until dispelled, or dismissed by the caster. Use with caution; you have no voluntary movement in this form, you are at the mercy of the winds (and temperature).
Level Eight -- 4500 gp
IQ = 24, DX = 15
Water Spout / [D] / 35 / range 300'
Creates a water twister that moves at the caster's direction (up to 40' per round); lasts for two rounds. It will destroy small boats and swamp larger ones, and pick up & hurl about any object weighing less than (IQ × 100) pounds. This spell works only at sea or within 300 feet of a large lake or sea.
Level Nine -- 5000 gp
IQ = 26, DX = 16
Water Way / [D] / 20 / --
Allows the caster to merge with a body of water and move along within it at a rapid (up to 40 mph) speed. Lasts one hour or until the caster exits the water.
Level Ten -- 5500 gp
IQ = 28, DX = 17
Dry Up! / [E] / 30 / range 100'
Completely dehydrates one victim (man-sized or smaller); Strength immediately drops to one, and the victim must receive at least one quart of water for each of the next four hours or will perish. Higher levels double either the size or number of victims allowed.