Sea
Ice Shard
2 Magan: Obliterate Sea | Fast
| Reach | Close | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sea |
| Resistance | Agility |
Cost: (1 + 1 + 0) × 1 = 2.
You hurl a jagged shard of ice at a creature within line of sight, 30 feet. The target makes an Agility trial; on failure, it takes full cold damage.
Deluge
5 Magan: Obliterate Sea | Moderate
| Reach | Distant | Scale | Large |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sea |
| Resistance | Agility |
Cost: (1 + 2 + 2) × 1 = 5.
You crash a wave of conjured water down on a point within line of sight, 100 feet, engulfing a large area (up to 15 × 15 ft). Each creature in the area makes an Agility trial; on failure, it takes full sea damage.
Corroding Touch
1 Magan: Obliterate Sea | Fast
| Reach | Touch | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sea |
| Resistance | Endurance (creature) |
Cost: (1 + 0 + 0) × 1 = 1.
You touch an object and dissolve it. The material corrodes, pits, and falls apart as though subjected to years of erosion in seconds.
Freezing Bolt
4 Magan: Obliterate Sea | Moderate
| Reach | Close | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sea |
| Resistance | Agility | Effects | 2 (damage + Attrition) |
Cost: (1 + 1 + 0) × 1 × 1 × 2 = 4.
You hurl a bolt of freezing water that flash-freezes on impact. The target makes an Agility trial; on failure, it takes full sea damage and gains Attrition (Freezing). The Attrition instance deals damage equal to the caster's attribute tier at the end of the target's next turn, then expires.
Frost Shroud
3 Magan: Enchant Sea | Fast
| Reach | Self | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Damage | Mastery Level sea (aura) |
| Resistance | N/A (self) |
Cost: (1 + 0 + 0) × 3 = 3.
You wreathe yourself in biting cold for the encounter. Creatures that strike you in melee take sea damage equal to your mastery level in Sea.
Beckon Tide
6 Magan: Enchant Sea | Moderate
| Reach | Close | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Charmed T1 |
| Resistance | Wisdom |
Cost: (1 + 1 + 0) × 3 × 1 = 6.
You reach through the sea form to charm a sea-connected creature within 30 feet for the encounter. The target makes a Wisdom trial; on failure, it advances Charmed by 1 tier.
Sea Ward
3 Magan: Preservate Sea | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Protection vs sea damage |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) × 3 = 3.
You touch a creature and ward it against sea damage for the encounter. The ward produces a durability pool: Mastery Level × 5 × 3 (duration multiplier). When the pool is depleted, the spell ends.
Reshape Water
2 Magan: Transmute Sea | Fast
| Reach | Close | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Effect | Reshape existing water/ice |
| Resistance | N/A (object); Strength (held) |
Cost: (1 + 1 + 0) × 1 = 2.
You seize control of existing water or ice within 30 feet and reshape it within its square: shape a block of ice into a crude tool, raise a basin of water into a column, or part a shallow stream. The amount stays the same; water stays water and ice stays ice. If a creature holds the water or ice, it makes a Strength trial; on failure, you reshape it. The reshaped water cannot strike, envelop, or bind a creature. It returns to its original shape at the end of the round; anything it doused stays doused.
Sense Currents
3 Magan: Divine Sea | Fast
| Reach | Self | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Detection (water, moisture, sea magic) |
| Resistance | N/A (self) |
Cost: (1 + 0 + 0) × 3 = 3.
You attune your senses to water and active sea magic for the encounter. You perceive water sources (underground streams, moisture in walls, liquid in containers), ice formations, and active sea magic (enchantments, wards, auras) within range.
Fog Bank
9 Magan: Formulate Sea | Slow
| Reach | Close | Scale | Small |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Concealment (fog) |
| Resistance | N/A (no target) |
Cost: (1 + 1 + 1) × 3 = 9.
You conjure a bank of thick fog at a point within 30 feet, filling a small area (up to 10 × 10 ft). The fog persists for the encounter. The fog is haze with a sight range of 5 feet (see General Rules, Light and Visibility). The fog is real moisture and interacts with the environment normally: wind disperses it, heat evaporates it, cold condenses it.
Staunch
Variable Magan: Transmute Sea | Variable
| Reach | Touch | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Effect | Restore Trauma (blood, fluids) |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) × Damage Age × Trauma Tier. See Magic Mastery, Restoring Traumas.
You touch a creature and draw its blood back where it belongs. One Trauma of Sea's domain is restored: an open wound or an internal injury. The restoration is permanent.