Hydromancy

Principles:

 

Spells:

Attune - This spell brings the caster closer to the element of water, affording them a heightened intelligence and connection to the mists.  Attune spell is often considered one of the most valuable of all spells because of this.  Those who are attuned will find their magical abilities increased, including being able to memorize more spells, resist magic better, and cast more powerful spells.  Their stronger mind will make them more

Create Spring - Summons forth water from the ground near the mage which provides a fountain that any can drink from.  If there is no water present, the spell will fail.  Create spring has been used to stop the progression of fires before, as it will generally flood an area, but there is never a guarantee it will stop them.

Dew - Dew is a general healing spell, though in the hands of a skilled mage, it can heal a great many wounds.  Yet, the spell is limited to healing only and cannot perform greater feats such as regrowing lost limbs.  It can heal broken bones, but they will still be weakened for a time and should not be strained. 

Iceshard - One of the few aggressive spells found within the school of hydromancy.  Iceshard creates a spear made of ice which can be launched in any direction.  The shard will then travel until it runs out of energy or strikes something, be it a wall, creature, or object.  Should it hit a wall or an object, the shard will shatter, spraying the area and all within it, with shards of ice.   The shard can be instructed to strike a specific target and also to wait before launching.  A single iceshard does not do much damage, but as they can be instructed to wait, a hydromancer can cast several at once.  If they are timed correctly, the shards will all strike at once, doing a great amount of damage before the target can react.

Nourish - Is a very basic healing spell which works over time.  It is short lived, but will improve the natural healing ability of any which it is cast upon.

Soak - Soak is a non-aggressive spell that sprays the target, be it a creature or object, with water.  Soak will extinguish any fire-based effects upon the caster or on others, but it will make them more vulnerable to lightning.  It can also be cast on objects and will extinguish most fires, magic or other wise.

Summon Water Elemental - Hydromancers are able to summon beings of pure water.  These summons will vary in strength, based on the strength of the caster.  However, all water elementals are able to cast healing spells, making them of great use to their casters.  It is only possible to summon one elemental at a time.

Watershield - Like all of the elemental shield spells, this spell protects someone from attacks of the same element, in this case water.  It can be cast upon others and it can be strengthened, even before the spell has diminished.  Only one elemental shield may be active at the same time.  Mages who have stronger version of watershield may cast it over weaker versions.  Weaker versions may not be cast over stronger.  However, attempts to replace the spell with a different shield will be effective, no matter the strength of the new shield.

 

Concepts: