An enchantment which turns the caster into water, but retaining his original (humanoid) form. Consequently, the caster is virtually invisible if immersed within a larger body of water during Duration. With the basic spell, he can not move and any possessions on his body (i.e., clothes) are not similarly enchanted. Any wound suffered during Duration causes body cohesion to fail unless the caster tests successfully against:
Impact Aspect | Test | with Penalty |
---|---|---|
Edge, Point, Tear | Willx5 | Impactx3 |
Blunt, Fire/Frost | Willx6 | Impactx2 |
Squeeze | Willx7 | Impact |
If the caster fails this test, or if during Duration he voluntarily lets his form collapse, he flows wherever gravity takes him. If after Duration he is in a place unsuitable for recorporation (GM discretion), he further transforms to ethereal water and flows to the nearest location under open sky and there returns to his mundane form. Although wounds may cause cohesion of the caster's form to fail, they cause no Injury Points.
ML41+: Caster may move, but movement faster than base Mobility causes form to fail unless he tests successfully vs. Willx4.
ML61+: Up to SIx2 pounds of objects on the caster's body may be enchanted. Any weapon so enchanted has blunt Impact 0 only, and its use disrupts cohesion unless caster successfully tests against Willx2 .
ML81+: Spell may be cast on another willing person. Range is touch.
Fatigue: (15 - SI)x3.5
Time: (15 - SI)x4 seconds
Range: Basic, self; ML81+, touch
Duration: MS, ML minutes; CS, SI hours