Skip to content

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.