Intellego Aquam

Inappropriately Tardy Wisdom of Socrates

InAq 3
R: Personal, D: Momentary, T: Individual
You sense all properties of a liquid that you are drinking.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells

To Please Both Child and Spouse

InAq 3
R: Voice, D: Momentary, T: Individual
You sense the location of the nearest quantity of water (or another liquid) within Voice range.
Get your kid a glass of water without turning on the lights, see if the next cabin of the ship is leaking without opening the door, find a hidden bottle.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells

Eyes of Neriad Insight

InAq 10
R: Touch, D: Sun, T: group
The target of this spell is unable to see water. They see through water as if it were air, they can not see rain falling or the reflections off of the surface of a lake. They can perceive the changes that water makes to other things such as when clothing or hair is wet. The targets can perceive other liquids.
Occulus of Guernicus created this spell to allow his crewmen to be able to see the aggressive aquatic faeries that often waylaid ships traveling from his covenant.
(Base 1, +1 touch, +2 sun, +2 group)
Contributer: Tyrrell
Notes: From the message board level 10-15 spells project

NB Intellego targets go by sense, and vision is +4. So I think this should be InAq 20

A Glimpse of the Day Ahead

InAq 10 Faerie
R: road, D: momentary, T: group
The caster receives a momentary awareness of places where the road is wet or muddy and understands exactly how wet or muddy the road is at each location.
(Base 2,+2 range, +0 duration, +2 target,+0 size, +0 other)
Contributer: Tyrrell

Discern the Content of the Unlabelled Vial

InAq (req: Vim) 10
R: Touch, D: Momentary, T: Individual
This spell informs the caster of any magical properties possessed by a liquid.
Erik of Ex-Miscellanea was a skilled herbalist, but often forgot to label his creations. To ensure he did not confuse his healing balms with his poisonous concoctions, he developed this spell. Some say that his forgetful nature still proved his undoing, as he often forgot to even cast this spell and drank one of his own toxic brews.
(Base: 5, R: Touch +1, D: Momentary, T: Individual)
Contributer: Badger101, transcribed by Yair
Notes: As Base 5 allows determination of magical properties, the requisite is given free

Subtle Stench of the Deathly Draught

InAq 15
R: Smell, D: Concentration, T: Individual
The caster can smell any poison for the duration of the spell. Fatal or Incapacitating poisons give a powerful and overwhelming stench, which is easily detected, though the storyguide might ask for Perception + Awareness rolls to detect more subtle poisons.
(Base 4, +2 Smell, +1 Concentration)
Contributer: Badger101, transcribed by Yair

Gnome's Nose

InAq 20
The caster nose grows quite large and by smell they can learn the magical properties possessed by a liquid.
(Base: 5, R: Personal +0, D: Diameter +1, T: Smell +2)
Contributor: Andrew Mitchell

Lens of the Murky Waters

InAq 20
R: Touch, D: Sun, T: Vision
You can see clearly through any manner of murky water (including the ocean). If it is dark (due to the depth of the water, or nightfall), the spell cannot help you, though a light source would allow the spell to function normally again.
Ctibuis of England was the first to document a spell of this type, an invaluable companion to /Lungs of the Fish/.
(Base 1, +1 Touch, +2 Sun, +4 Vision)
Contributor: Patrick Murphy, on behalf of Jason Buss

Quest for the Fair Oasis

InAq 20
R: Per, D: Conc, T: Bound
You are guided by a vague hunch, which may be wrong, towards the nearest drinkable body of water larger than a pond that lies within range. This spell is a staple for magi traveling in the deserts of Africa and the Holy Lands.
(Base 3, +1 Concentration, +4 Boundary)
Contributor: Patrick Murphy, on behalf of Jason Buss

Scrying Well

InAq 60 Faerie, Ritual
R: Arc, D: Until, T: Ind
The caster gains the ability to speak to the water within a fountain, well, or so on to which he has an arcane connection. The spell lasts until a condition is met, which must be stated on casting.
This spell was developed by Janus of Merinitia, who used it to scry on a small fountain his enemy, Haitha of Merinitia, installed in her lab. It was determined that he was scrying as the spell formed an arcane connection back to him, and it was revealed that the spell would be broken if a cross was placed in the water. Although charged with a High Crime, Janus argued that the spell was cast during a Wizard's War and that he could not uncast it. The tribunal found him guilty of a Low Crime, ordering him to provide Haitha with a large gold cross opened for enchantment. After it was revealed that the cross he provided was a relic and that he caused the Church to pursue it in the covenant, however, he was found guilty of endangering his sodales and was Marched.
(Base 20, +4 range, +4 duration)
Contributer: Yair

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