This is an attempt to redo the basic magic system for GURPS Dungeon Fantasy. I’m not a huge fan of the magic as presented in GURPS Magic, but I don’t want to use one of the alternative systems from GURPS Thaumatology—being what it is, I think that DFneeds a spell-based system. Thus, this level-based system was born. It is based, in large part, on the way that clerics cast spells in DF.
In order to cast spells as a cleric, one must first have the advantage Power Investiture, but the spells themselves do not have prerequisites. In Dungeon Fantasy, they modified this somewhat by also requiring the cleric to have a certain level of Power Investiture first: spells that only require a PI 0 or 1 are much weaker, obviously, than those that require PI 5 or 6. This is an attempt to adapt that that to arcane magic.
Level-Based Magic
The spells have been distributed into 7 levels: 0 through 6. Each level requires the corresponding level of Magery; Level 0 spells require Magery 0, level 1 spells require Magery 1, and so on, up through level 6 spells that require Magery 6. If the GM allows the mage to purchase Magery 7 or higher, this continues to add its normal bonuses to spellcasting, but there are no spells of higher than level 6.
None of the prerequisites from the spell’s description in GURPS Magic are used, including its spell chain, a minimum Magery level (as that has been superseded here), required advantages, minimum IQ, etc. Instead, all that is needed is knowing (having at one point or more in it), a certain number of spells of lower levels. Specifically, the mage needs to know one spell from the next lower level and twospells from each level lower than that.
Yes, that’s technically more prerequisite spells needed than before. But wait! there’s more: Only one spell from each lower level needs to be from the same college. The other spell can be from any college. And any spell can be used as prerequisites for anyother spell of higher level. If a spell belongs to more than one college (the other college is listed after the spell in brackets), then the prerequisite spell (the one that has to be from the same college) can be from either of the colleges. Magery 0 spells do not require prerequisites, other than having Magery 0.
Example: Fasten is a level 3 spell from the college of Making and Breaking. It requires Magery 3, one level 2 spell (which must be a Making and Breaking spell), two level 1 spells (one must be from Making and Breaking, while the other may be from any college), and two level 0 spells (one of which must be from Making and Breaking, while the other may be from any college).
Example: Explosive Lightning is a level 4 spell that is part of both the college of Air and the college of Weather. It requires Magery 4, one level 3 spell (which must be from Air or Weather) and two spells from each of levels 2, 1, and 0 (one of which must be from either Air or Weather, while the others may be from any college).
Exception: Enchantment, Gate, and Meta-Spells are very powerful and require a larger amount of understanding to use properly. To wit, they require knowing two spells of the next lowest level and four spells of every level lower than that. For Enchantment and Gate, two of these spells per level must be from the same college, while the other spells may be from any college. Meta-Spells are the embodiment of magic, and can draw their prerequisites from any college.
Example: Accelerate Time is a level 6 Gate spell. In order to learn it, the mage must have Magery 6, two Gate spells of level 5, and two Gate spells and two spells of any college of levels 4, 3, 2, 1, and 0. Dispel Magic is a level 4 Meta-Spell. It requires Magery 4, two level 3 spells of any college, and four level 2, 1, and 0 spells of any college.
This level-based system makes it much easier to meet prerequisite requirements, but the need for high levels of Magery helps to balance this out.
A note on Epic spells: Epic spells, published in Pyramid #25, are very powerful. As such, they require twice as many prerequisites than other spells, as per Enchantment, Gate, and Meta spells. They also require knowing at least two other non-epic Magery 6 spells of the same college.
One Other Note: In DF, wizards don’t get access to certain spells. More specifically, they don’t get healing, animal control, or plant control spells. I included those here as well, for reference’s sake and in case I use this outside of DF.
Air
Level 0: Clouds [Weather]; Predict Weather [Weather]; Purify Air; Seek Air
Level 1:: Air Vision [Knowledge]; Create Air; Cool [Weather]; Fog; No-Smell; Snow [Water, Weather]; Stench; Rain [Water, Weather]; Warm [Weather]
Level 2:: Breathe Air [Water]; Breathe Water [Water]; Destroy Air; Odor; Shape Air; Shocking Touch [Weather]; Wind [Weather]
Level 3:: Air Jet; Body of Air; Concussion [Sound]; Lightning [Weather]; Devitalize Air; Resist Lightning [Protection and Warning, Weather]; Walk on Air; Wall of Wind; Windstorm
Level 4:: Atmosphere Dome [Weather]; Earth to Air [Earth]; Explosive Lightning [Weather]; Lightning Weapon [Weather]; Lightning Whip [Weather]; Summon Air Elemental; Wall of Lightning [Weather]; Wind
Level 5:: Body of Lightning [Weather]; Control Air Elemental; Essential Air; Lightning Missiles [Weather]; Sandstorm [Earth]; Spark Cloud [Weather]; Spark Storm [Weather]; Storm [Water, Weather]
Level 6:: Air Vortex [Movement]; Body of Wind; Ball of Lightning [Weather]; Create Weather Elemental; Lightning Armor [Weather]; Lightning Stare [Weather];
—
Animal
Level 0: Beast-Rouser; Beast-Soother
Level 1:: (Animal) Control; Beast Summoning; Master
Level 2: Beast Link; Beast Speech; Repel (Animal); Rider; Spider Silk
Level 3: Beast Seeker; Hybrid Control; Rider Within; Protect Animal [Protection and Warning]
Level 4: Beast Possession; Repel Hybrid; Shapeshifting
Level 5: Permanent Beast Possession; Shapeshift Others; Partial Shapeshifting
Level 6: Permanent Shapeshifting; Great Shapeshift
—
Body Control
Level 0: Climbing; Debility; Itch; Keen (Touch); Tickle; Touch
Level 1: Frailty; Hair Growth; Haircut; Hinder [Movement]; Spasm; Stop Spasm [Healing]
Level 2: Clumsiness; Might; Pain; Perfume; Rooted Feet; Strike Dumb; Resist Pain; Vigor
Level 3: Alter Voice [Sound]; Ambidexterity; Balance; Boost ST; Boost DX; Boost HT; Control Limb; Fumble; Grace; Hold Breath; Hunger [Food]; Stun; Thirst [Food]; Tanglefoot;
Level 4: Alter Visage; Cadence; Choke; Corpulence; Nauseate; Paralyze Limb; Reflexes; Roundabout; Sensitize; Strike Blind; Strike Deaf; Strike Numb; Weaken Blood [Necromantic]
Level 5: Agonize; Alter Body; Deathtouch; Gauntness; Lengthen Limb; Retch; Sickness [Mind Control]; Strike Barren [Necromantic]; Total Paralysis; Wither Limb
Level 6: Decapitation; Enlarge; Enlarge Other; Shrink; Shrink Other; Transform Body; Transform Other; Transmogrification
—
Communication and Empathy
Level 0: Sense Foes; Sense Life
Level 1: Hide Emotion; Sense Emotion
Level 2: Dream Viewing; Lend Language; Persuasion; Truthsayer; Vexation
Level 3: Borrow Language; Compel Lie [Mind Control]; Compel Truth; Dream Sending [Mind Control]; Hide Thoughts; Lend Skill; Mind-Reading
Level 4: Borrow Skill; Dream Projection [Mind Control]; Machine Speech [Technological]; Mind-Search; Mind-Sending; Soul Rider; Telepathy
Level 5: Control Person; Dispel Possession; Gift of Tongues; Gift of Letters; Message [Sound]; Possession
Level 6: Communication; Exchange Bodies; Insignificance; Permanent Possession; Presence; Retrogression
—
Earth
Level 0: Seek Earth; Seek Pass
Level 1: Earth Vision [Knowledge]; Mud Jet [Water]; Shape Earth
Level 2: Earth to Stone; Predict Earth Movement; Sand Jet; Stone to Earth
Level 3: Create Earth; Earth to Water [Water]; Flesh to Stone; Stone Missile
Level 4: Earth to Air [Air]; Walk Through Earth; Partial Petrifaction; Purify Earth [Plant]; Rain of Stones; Summon Earth Elemental
Level 5: Body of Stone; Control Earth Elemental; Earthquake; Entombment; Essential Earth; Sandstorm [Air]; Steelwraith; Stone to Flesh
Level 6: Alter Terrain; Create Earth Elemental; Move Terrain; Volcano
—
Enchantment
Although any of these spells can be learned without first learning Enchantment, many of them are completely useless without it. Spells marked with an asterisk can be used without Enchantment (they can be considered to be very specialized forms of that spell).
Enchantment spells require additional prerequisites, as described above.
Level 0: There are no Level 0 Enchantment spells.
Level 1: Amulet*; Scroll*; Talisman*
Level 2: Malefice*; Remove Enchantment*; Staff*; Suspend Enchantment*; Temporary Enchantment*
Level 3: Bane; Deflect; Enchant*; Fortify; Graceful Weapon; Hex; Lighten; Limit; Loyal Sword; Manastone*; Name; Password; Penetrating Weapon; Powerstone*; Quick-Draw; Speed
Level 4: Attune; Dancing Shield; Dancing Weapon; Defending Weapon; Ensorcel*; Impression Blocker; Lesser Wish*; Power; Resist Enchantment; Weapon Spirit
Level 5: Accuracy; Adjustable Clothing*; Cornucopia; Crystal Ball*; Defending Shield; Effigy*; Hideaway; Homunculus*; Ghost Weapon; Golem*; Puissance; Quick-Aim; Spell Arrow*; Spell Stone*; Wish*
Level 6: Blank Spell Arrow*; Doppelganger*; Great Wish*; Leak; Lich* [Necromantic]; Link; Simulacrum*; Speed Spell Arrow*; Soul Stone*; Wraith* [Necromantic]
—
Fire
Level 0: Ignite Fire; Seek Fire
Level 1: Create Fire; Extinguish Fire; Phantom Flame [Illusion and Creation]; Shape Fire
Level 2: Deflect Energy; Fireproof; Rain of Fire; Slow Fire; Warmth [Protection and Warning]
Level 3: Fast Fire; Fireball; Flame Jet; Heat; Resist Fire; Smoke
Level 4: Cold; Explosive Fireball; Flaming Weapon; Resist Cold; Summon Fire Elemental
Level 5: Burning Touch; Control Fire Elemental; Essential Flame; Flaming Missiles
Level 6: Breathe Fire; Body of Flames; Burning Death [Necromantic]; Create Fire Elemental
—
Food
Level 0: Keen (Smell); Keen (Taste); Seek Food; Test Food
Level 1: Decay; Far-Tasting [Knowledge]; Foul Water [Water]; Season
Level 2: Know Recipe [Knowledge]; Mature; Preserve Food; Purify Food
Level 3: Cook; Hunger [Body Control]; Prepare Game; Thirst [Body Control]; Wizard Mouth [Knowledge]; Wizard Nose [Knowledge]
Level 4: Distill [Water]; Poison Food; Water to Wine
Level 5: Create Food; Fool’s Banquet
Level 6: Essential Food; Monk’s Banquet; Scents of the Past [Knowledge]
—
Gate
Note: Gate spells require additional prerequisites, as described above.
Level 0: There are no Magery 0 Gate spells. The mage may use Movement spells as prerequisites.
Level 1: There are no Magery 1 Gate spells. The mage may use Movement spells as prerequisites.
Level 2: Beacon [Movement]; Phase; Rapid Journey [Movement]; Trace Teleport [Movement]
Level 3: Blink [Movement]; Divert Teleport [Movement]; Timeslip; Phase Other; Planar Summons
Level 4: Blink Other [Movement]; Create Door; Planar Visit; Scry Gate; Teleport [Movement]; Timeslip Other
Level 5: Control Gate; Create Gate; Plane Shift; Seek Gate; Teleport Shield [Protection and Warning]; Teleport Other [Movement]; Timeport
Level 6: Accelerate Time; Hide Object; Plane Shift Other; Sanctuary; Slow Time; Suspend Time; Time Out; Timeport Other
—
Healing
Level 0: Body Reading; Final Rest [Necromantic]; Lend Energy
Level 1: Cleansing; Detect Poison [Protection and Warning]; Lend Vitality; Minor Healing; Recover Energy; Share Energy; Stop Spasm [Body Control]
Level 2: Awaken; Major Healing; Neutralize Poison; Relieve Addiction; Relieve Sickness; Remove Contagion; Share Vitality; Stop Bleeding
Level 3: Great Healing; Instant Neutralize Poison; Resist Disease [Protection and Warning]; Resist Poison [Protection and Warning]; Restore Memory
Level 4: Healing Slumber; Restoration; Restore Hearing; Restore Sight; Restore Speech; Stop Paralysis
Level 5: Cure Disease; Instant Restoration; Regeneration; Relieve Madness [Mind Control]; Relieve Paralysis
Level 6: Cure Radiation [Technological]; Instant Regeneration; Halt Aging; Resurrection [Necromantic]; Suspended Animation; Youth
—
Illusion and Creation
Level 0: Know Illusion; Simple Illusion
Level 1: Complex Illusion; Illusion Disguise; Illusion Shell; Inscribe [Making and Breaking]; Phantom Flame [Fire]
Level 2: Control Illusion; Independence; Perfect Illusion
Level 3: Create Object; Dispel Illusion; Phantom
Level 4: Create Servant; Create Warrior
Level 5: Create Animal; Create Mount; Initiative
Level 6: Control Creation; Dispel Creation; Duplicate
—
Knowledge
Level 0: Detect Magic; Far-Feeling; Measurement; Tell Time
Level 1: Air Vision [Air]; Alarm; Aura; Earth Vision [Earth]; Far-Tasting [Food]; Find Direction; Identify Spell; Mage Sense; Mage Sight; Seek Magic [Meta-Spell]; Sense Mana; Small Vision [Light and Darkness]; Test Load; Tell Position
Level 2: Far-Hearing [Sound]; Know Location; Know Recipe [Food]; Metal Vision [Technological]; Pathfinder; Plant Vision [Plant]; Plastic Vision [Technological]; Seeker; Summon Shade; Water Vision [Water]; Wizard Eye
Level 3: Analyze Magic; Glass Wall; Trace; Schematic/TL [Technological]; Wizard Mouth [Food, Sound]; Wizard Nose [Food]
Level 4: History; Memorize [Mind Control]; Remember Path; See Secrets; Wizard Hand [Movement]
Level 5: Ancient History; Astral Vision [Necromantic]; Divination; Invisible Wizard Eye; Know True Shape; Recall [Mind Control]; Projection
Level 6: Echoes of the Past [Sound]; Images of the Past [Light and Darkness]; Prehistory; Reconstruct Spell; Scents of the Past [Food]
—
Light and Darkness
Level 0: Colors; Light; Keen (Vision); Night Vision; Shade [Protection and Warning]
Level 1: Bright Vision; Continual Light; Gloom; Glow; Hawk Vision; Infravision; Shape Light; Small Vision [Knowledge]
Level 2: Dark Vision; Darkness; Flash; Hide; Light Jet; Mirror; Remove Reflection; Remove Shadow; Wall of Light
Level 3: Blackout; Blur; Invisibility; See Invisible; Mage Light; Shape Darkness; Trapped Light [Plant]
Level 4: Body of Shadow; Sunlight
Level 5: Continual Mage Light; Continual Sunlight; Sunbolt
Level 6: Images of the Past [Knowledge]
—
Making and Breaking
Level 0: Clean; Inspired Creation
Level 1: Inscribe [Illusion and Creation]; Restore; Mystic Mark; Soilproof
Level 2: Awaken Craft Spirit [Necromantic]; Dye; Find Weakness; Knot; Stiffen; Weaken
Level 3: Animate Object; Copy; Fasten; Mapmaker; Rejoin; Shatter
Level 4: Explode; Repair; Reshape; Rive; Ruin; Sharpen
Level 5: Shatterproof; Toughen; Transparency; Weapon Self
Level 6: Contract Object; Disintegrate; Enlarge Object; Extend Object; Rebuild/TL [Technological]; Shrink Object; Transform Object
—
Meta-Spells
Note: Meta-Spells spells require additional prerequisites, as described above. However, because Meta-Spells are the essence of magic themselves, they may draw all their prerequisites from any college.
Level 0: Counterspell; Scryguard; Suspend Spell; Ward
Level 1: Conceal Magic; Great Ward; Reflect; Seek Magic [Knowledge]; Scrywall
Level 2: Catch Spell; False Aura; Magic Resistance; Scryfool
Level 3: Displace Spell; Lend Spell; Pentagram; Spell Shield; Spell Wall; Suspend Magic
Level 4: Charge Powerstone; Delay; Dispel Magic; Link; Reflex; Remove Curse; Suspend Curse; Suspend Mana; Telecast
Level 5: Drain Mana; Hang Spell; Remove Aura; Restore Mana; Penetrating Spell; Spellguard; Steal Spell; Throw Spell
Level 6: Bless; Curse; Drain Magery; Maintain Spell; Suspend Magery
—
Mind Control
Level 0: Dull (Sense); Fear; Foolishness; Keen (Sense)
Level 1: Bravery; Daze; Disorient; Forgetfulness; Panic; Terror; Weaken Will
Level 2: Alertness; Berserker; Command; Dullness; Encrypt; Fascinate; Madness; Mass Daze; Mindlessness; Mental Stun; Sleep; Strengthen Will
Level 3: Boost IQ; Compel Lie [Communication and Empathy]; Dream Sending [Communication and Empathy]; Drunkenness; Emotion Control; Ecstasy; Loyalty; Mass Sleep; Permanent Forgetfulness; Rear Vision
Level 4: Avoid;; Dream Projection [Communication and Empathy]; Hallucination; Lure; Memorize [Knowledge]; Nightmare; Oath; Peaceful Sleep; Permanent Madness; Suggestion; Vigil; Will Lock; Wisdom
Level 5: Charm; Great Hallucination; Lesser Geas; Mass Suggestion; Recall [Knowledge]; Relieve Madness [Healing]; Sickness [Body Control]
Level 6: Enslave; Enthrall; False Memory; Glib Tongue; Great Geas
—
Movement
Level 0: Apportation; Haste
Level 1: Glue; Grease; Hinder [Body Control]; Hold Fast; Increase Burden; Jump; Levitation; Lighten Burden; Long March; Poltergeist; Quick March; Slow Fall
Level 2: Beacon [Gate]; Distant Blow; Great Haste; Lockmaster; Locksmith; Manipulate; Rapid Journey [Gate]; Slow; Swim [Water]; Trace Teleport [Gate]; Winged Knife; Undo; Wallwalker
Level 3: Blink [Gate]; Dancing Object; Deflect Missile [Protection and Warning]; Divert Teleport [Gate]; Ethereal Body; Flight; Flying Carpet; Light Tread; Slide
Level 4: Blink Other [Gate]; Freedom [Protection and Warning]; Hawk Flight; Pull; Repel; Teleport [Gate]; Wizard Hand [Knowledge]
Level 5: Cloud-Walking [Weather]; Teleport Other [Gate]
Level 6: Cloud-Vaulting [Weather]; Air Vortex [Air]
—
Necromantic
Level 0: Death Vision; Final Rest [Healing]; Sense Spirit
Level 1: Animation; Materialize; Steal Energy; Summon Demon; Summon Spirit
Level 2: Affect Spirits; Awaken Craft Spirit [Making and Breaking]; Solidify; Steal Vitality; Turn Spirit
Level 3: Animate Shadow; Banish; Command Spirit; Skull Spirit; Steal (Attribute); Stop Healing; Zombie
Level 4: Control Zombie; Entrap Spirit; Mass Zombie; Pestilence; Turn Zombie; Weaken Blood [Body Control]; Zombie Summoning
Level 5: Age; Astral Vision [Knowledge]; Bind Spirit; Evisceration; Slow Healing; Soul Jar; Steal Beauty; Steal Youth; Strike Barren [Body Control]
Level 6: Astral Block; Burning Death [Fire]; Lich [Enchantment]; Repel Spirits; Resurrection [Healing]; Rotting Death; Steal Skill; Wraith [Enchantment]
—
Plant
Level 0: Identify Plant; Seek Plant
Level 1: Heal Plant; Hide Path; Plant Growth; Shape Plant
Level 2: Animate Plant; Bless Plant; Conceal; Plant Vision [Knowledge]; Pollen Cloud; Tangle Growth
Level 3: Blight; Blossom; Forest Warning; Rejuvenate Plant
Level 4: False Tracks; Plant Control; Plant Sense; Plant Speech; Purify Earth [Earth]; Rain of Nuts; Walk Through Plants
Level 5: Arboreal Immurement; Body of Wood; Create Plant; Essential Wood; Plant Form; Wither Plant
Level 6: Body of Slime; Plant Form Other; Walk Through Wood
—
Protection and Warning
Level 0: Block; Magelock; Sense Danger; Sense Observation; Shade [Light and Darkness]; Shield
Level 1: Armor; Detect Poison [Healing]; Hardiness; Missile Shield; Nightingale; Turn Blade; Umbrella [Water]; Watchdog
Level 2: Bladeturning; Catch Missile; Coolness [Water]; Mystic Mist; Reflect Gaze; Resist Water [Water]; Return Missile; Warmth [Fire]
Level 3: Deflect Missile [Movement]; Iron Arm; Protect Animal [Animal]; Resist Disease [Healing]; Resist Lightning [Weather]; Resist Poison [Healing]; Resist Pressure; Resist Sound [Sound]; Reverse Missile; Weather Dome [Weather]
Level 4: Atmosphere Dome [Air]; Freedom; Resist Acid [Water]
Level 5: Force Dome; Force Wall; Resist Radiation [Technological]; Teleport Shield [Gate]
Level 6: Utter Dome; Utter Wall
—
Sound
Level 0: Keen (Hearing); Sound; Sound Vision
Level 1: Silence; Thunderclap; Voices
Level 2: Far-Hearing [Knowledge]; Garble; Hush; Imitate Voice; Wall of Silence; Wizard Ear
Level 3: Alter Voice [Body Control]; Concussion [Air]; Delayed Message; Great Voice; Mage-Stealth; Noise; Resist Sound [Protection and Warning]; Wizard Mouth [Knowledge]
Level 4: Converse; Musical Scribe; Scribe; Sound Jet
Level 5: Message [Communication and Empathy]; Silver Tongue
Level 6: Echoes of the Past [Knowledge]; Invisible Wizard Ear
—
Technology Spells
At the GM’s prerogative, Technology spells, or Technology spells above a certain TL (such as TL 5 and above), require double the normal number of prerequisites (as with the Enchantment, Gate, and Meta-Spells colleges) in settings where techmagic is rare, where magic didn’t progress along with technology, or where magic is considered natural (or is meant to only work on natural things) and technology is considered to be outside of the natural order.
Level 0: Identify Metal; Identify Plastic; Seek Fuel/TL; Seek Machine/TL; Seek Plastic; Seek Power/TL; See Radiation; Test Fuel/TL
Level 1: Conduct Power/TL; Glitch/TL; Lend Power/TL; Magnetic Vision; Preserve Fuel/TL; Radio Hearing; Reveal Function/TL; Seek Radiation; Stop Power
Level 2: Create Fuel/TL; Irradiate; Metal Vision [Knowledge]; Plastic Vision [Knowledge]; Purify Fuel/TL; Shape Metal; Spectrum Vision
Level 3: Awaken Computer/TL; Body of Metal; Breathe Radiation; Machine Control/TL; Schematic/TL [Knowledge]; Shape Plastic
Level 4: Body of Plastic; Extinguish Radiation; Machine Speech/TL [Communication and Empathy]; Machine Summoning/TL; Propel/TL; Radiation Jet
Level 5: Animate Machine/TL; Essential Fuel/TL; Machine Possession/TL; Malfunction/TL; Resist Radiation [Protection and Warning]; Steal Power/TL
Level 6: Cure Radiation [Healing]; Draw Power/TL; Permanent Machine Possession/TL; Rebuild/TL [Making and Breaking]
—
Water
Level 0: Purify Water; Frost [Weather]; Seek Coastline; Seek Water
Level 1: Create Water; Destroy Water; Fog [Weather]]; Foul Water; Ice Slick; Mud Jet [Earth]; Rain [Air, Weather]; Umbrella [Protection and Warning]; Snow Shoes; Water Jet
Level 2: Boil Water; Breathe Water [Air]; Coolness [Protection and Warning]; Freeze; Icy Touch; Icy Weapon; Melt Ice; Resist Water [Protection and Warning]; Shape Water; Snow [Air, Weather]; Water Vision [Knowledge]; Waves [Weather]
Level 3: Acid Ball; Body of Water; Create Acid; Create Spring; Create Steam; Current [Weather]; Earth to Water [Earth]; Flesh to Ice; Hail [Weather]; Icy Missiles; Ice Sphere; Walk on Water; Walk through Water
Level 4: Breathe Steam; Distill [Food]; Icy Breath; Rain of Acid; Resist Acid [Protection and Warning]; Steam Jet; Summon Water Elemental; Tide [Weather]; Whirlpool
Level 5: Acid Jet; Body of Ice; Condense Steam; Control Water Elemental; Create Ice; Dehydrate; Essential Water; Ice Dagger; Rain of Ice Daggers; Storm [Air, Weather]
Level 6: Create Water Elemental; Dry Spring; Essential Acid; Frostbite; Geyser; Snow Jet; Spit Acid