TEXT: River Magic
        —By Graeme Davis
  River Magic
        —By Graeme Davis
  
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  DEVELOPER DIARY
  WARHAMMER FANTASY ROLEPL AY
  IntroductIon
  Following on from our previous dev diary on river gods and their associated miracles, today we take a look at some 
  of the traditional magic that permeates the deep waters of the Empire’s ancient rivers. Again, there wasn’t quite 
  room in the companion for this section, but it may feature elsewhere in the future — for now it is your’s to enjoy.
  While there are a few very interesting spells in here, Living Water is a personal favourite. Though you do need to 
  be close to a sizable body of water to use it, a high SL casting can be absolutely devastating. There are certainly 
  less flashy and more reliable spells, but for my money a humanoid water monster is hard to beat. Note that while 
  it doesn’t have any ranged weapons, it does have a BS, and there are often lots of trees or unsecured crates of cargo 
  near a riverbank that can be easily thrown should the need arise...
  RIVER MAGIC 
  by Graeme Davis
  The Lores of Hedgecraft and Witchcraft (WFRP, p. 254–6) are not coherent, regulated lores like those controlled 
  by the Eight Colleges. Instead, they are sprawling and varied accumulations of Spells and charms with a bewildering 
  array of minor variants. Rather than being the product of scholarly endeavours, they were invented or discovered 
  haphazardly, as solutions to problems or sources of power.
  Here is a selection of Spells that might be wielded by rural spellcasters along the Empire’s great rivers. In Death 
  on the Reik and other river adventures, foes can use them to make the Characters’ lives more challenging, while 
  friendly NPCs might teach a Spell or two to a Character with the right Career.
  Lore of Hedgecraftt
  Breathe Underwater
  CN: 0
  Range: You
  Target: Touch
  Duration: Willpower Bonus Minutes
  As you chant the incantation and touch the target 
  (which may be yourself), they gain the ability to 
  breathe underwater while the Spell is active. They also 
  gain +2 SL to any Endurance Test to resist the effects 
  of smoke, gases, and airborne spores.
  Dry Out
  CN: 0
  Range: Touch
  Target: 1
  Duration: Instant
  You chant an incantation, and you or someone you 
  touch becomes comfortably dry, as though they had 
  never been wet in the first place. They will not catch a 
  cold (see Enemy in Shadows Companion, page 33) or 
  suffer any other problems.
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  Extinguish Fire
  CN: 0
  Range: Willpower Bonus Yards
  Target: Area of Effect
  Duration: Instant
  You must be touching a river, pond, or other body of 
  water in order to cast this Spell. You shout words of 
  power, and the nearby water rises up and throws itself 
  at a target in range. If the target is burning, the fire is 
  extinguished provided that the whole of it is within the 
  Area of Effect. Otherwise, only the part within that 
  area is extinguished. If the target is a creature suffering 
  one or more Ablaze Conditions, they are all removed.
  Find Lost
  CN: 0
  Range: Willpower Bonus Yards
  Target: One object
  Duration: Willpower Bonus Minutes
  As you chant, you form a mental image of one object 
  that has been lost in a river, pond, or other body of 
  water. If it lies within range, it rises to the surface in 
  a welter of bubbles, floating on the surface until it is 
  retrieved or until the Spell ends.
  Float
  CN: 0
  Range: Touch
  Target: 1
  Duration: Willpower Bonus Minutes
  You chant an incantation, and you or someone you 
  touch becomes as buoyant as wood. For the duration of 
  the Spell they cannot sink underwater or drown. They 
  must still swim in order to move, but a failed Swim 
  Test results in nothing worse than zero movement.
  Friendly Flood
  CN: 0
  Range: You
  Target: One boat on which you are embarked
  Duration: Willpower Bonus Rounds
  As you chant, the water rises beneath your vessel and 
  carries it over any rocks, shallows, and sandbars at its 
  normal Movement rate. There is no need to make any 
  Test to deal with these hazards, and your vessel suffers 
  no damage.
  Mystic Mist
  CN: 0
  Range: Willpower Bonus Yards
  Target: Area of Effect
  Duration: Willpower Bonus Minutes
  You chant a brief charm, and a dense mist rises up 
  from the ground (or the water), with a diameter equal 
  to twice your Willpower Bonus in yards and a height 
  of half that. Anyone caught in the mist cannot see out 
  of it or through it, while those outside cannot see into 
  it or past it.
  Part Water
  CN: 0
  Range: Special
  Target: Special
  Duration: Willpower Bonus Minutes + Special
  You stand at the edge of the water and speak words 
  of power, causing the waters of a pond or river to part 
  before you. A dry path is created across the bed, as long 
  as your Willpower in yards and wide enough for two 
  Average-sized creatures to walk side by side.
  The path remains until the Spell’s duration expires, or 
  you choose to end it, or you move more than Willpower 
  Yards away. At that point the water rushes back into 
  place. Any creature in its path and unable to reach dry 
  land in the same round is buffeted for 10 Damage, 
  modified by Toughness Bonus but not by Armour. To 
  make matters worse, they are now underwater and can 
  only move by swimming — which will not be easy if 
  they are heavily encumbered.
  River Sense
  CN: 0
  Range: Sight
  Target: You
  Duration: Willpower Minutes
  Your eyes become supernaturally attuned to the river, 
  allowing you to see every hazard that lies ahead of 
  you. Only non-living hazards are revealed; dangerous 
  creatures remain hidden until they choose to reveal 
  themselves. The Death on the Reik Companion 
  covers river hazards. Note that the Spell only warns 
  you of hazards ahead, and does not keep you safe from 
  them.
  
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  Walk on Water
  CN: 0
  Range: You
  Target: You
  Duration: Willpower Bonus Minutes + Special
  As you chant the incantation, your feet develop the 
  ability to repel water, so strongly that you can walk on 
  water just as easily as on dry land. You can also walk 
  across mud and slippery ground with no Movement 
  penalties and no need for Athletics or other Tests. The 
  Spell ends when you step onto dry ground, even if it 
  has some time left in its duration.
  IntroductIon
  Angry Wave
  CN: 12
  Range: Special
  Target: Area of Effect (Willpower Bonus Yards + 
  special)
  Duration: 1 Round
  As you chant the incantation, the water of a nearby 
  river, lake, or large pond rises up like an angry fist 
  and smashes down on your target area, which must 
  be within 2 x Willpower Bonus yards of the water’s 
  edge. It counts as a Magical attack and causes Damage 
  10+SL. In addition, any creature or object between the 
  Area of Effect and the body of water takes half the 
  indicated Damage. All Characters and creatures that 
  suffer Damage from the Spell must make a successful 
  Athletics Test or be dragged away by the receding 
  waters for a distance equal to the SL of the Casting 
  Test plus the failure level of the Athletics Test. For 
  example, if you cast the Spell with 2 Success Levels, 
  a victim who fails their Athletics Test by –3 levels is 
  dragged for 2 + 3 = 5 yards.
  Curse of Rust
  CN: 4
  Range: Willpower Yards
  Target: 1 item
  Duration: Instant
  Muttering the words of the Spell, you splash a few 
  drops of river water onto an item of iron or steel no 
  bigger than a weapon or a piece of armour, which 
  instantly becomes pitted with rust. If the casting 
  succeeds, the item gains the Ugly Flaw (WFRP, page 
  292); 2 SLs on the casting roll give it Unreliable as 
  well, and Shoddy is added at 3 or more SLs.
  One with the River
  CN: 8
  Range: You
  Target: You
  Duration: Willpower Bonus Minutes
  Your spirit reaches out and becomes one with the river 
  and its denizens. While the Spell is active, you gain 
  several Talents at a level equal to the SL of the Casting 
  Test, or add the SL to their level if you already possess 
  them. Normal maximums are ignored.
  The Talents you gain are Animal Affinity, Combat 
  Aware, Nose for Trouble, River Guide, Sixth Sense, 
  Strong Swimmer, and Waterman. Where applicable, 
  their effects are limited to the river environment and 
  river-dwelling creatures and NPCs.
  River’s Dead
  CN: 8
  Range: Willpower Yards
  Target: Area of Effect
  Duration: Until sunrise
  You chant words of power over the waters, calling all 
  who drowned there to rise and serve you. SL +1 of 
  the drowned dead rise in answer, with each one having 
  an equal chance of being a Skeleton or a Zombie. 
  Summoned undead are loyal to you, and remain 
  animate until the next sunrise or until you gain the 
  Unconscious Condition. They are as described in the 
  WFRP rulebook (pages 327–8), with the additional 
  Resistance (Fire) +3 Trait because of their soaked 
  condition.
  Warship’s Hull
  CN: 6
  Range: You
  Target: One boat on which you are embarked
  Duration: Willpower Bonus Minutes
  You chant an incantation, and power pours through 
  your feet into the vessel upon which you stand. The 
  wood of its hull becomes as hard as steel, giving it 
  SL+1 Armour throughout.
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  Living Water
  CN: 8
  Range: Willpower Yards
  Target: Special
  Duration: Willpower Bonus Minutes
  You chant an incantation over a nearby body of water 
  at least five yards wide, and the water gathers itself up 
  into a vaguely humanoid form, able to move and act 
  according to your instructions. The living water’s initial 
  profile depends on the number of SL achieved on the 
  Language (Magick) Test made to cast Living Water, 
  and is as follows:
  Traits: Amphibious, Construct, Fear 2, Immunity to 
  Psychology, Magical, Painless, Reducible (see below), 
  Regenerate (see below), Resistance (as Trait, everything 
  except magic and fire) +3, Unstable, Weapon (2 x Fists) 
  (Varies, see above)
  New Trait: Reducible. Each time the Living Water’s 
  Wounds are reduced to a number equal to or less than 
  a smaller size category, its size and all relevant statistics 
  are reduced. For example, if an Enormous Living Water 
  was reduced to 24 Wounds, its size would be reduced 
  to Large.
  Regenerate. The creature only has this Trait while it is 
  in physical contact with a river or other natural body of 
  water such as a lake or large pond.
  LIVING WATER CREATURE PROFILE
  SL
  Size
  M
  WS
  BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  W
  Attack
  0–1
  Little
  2
  10
  10
  10
  10
  10
  10
  10
  —
  —
  —
  1
  +2
  2
  Small
  3
  20
  20
  20
  20
  20
  20
  20
  —
  —
  —
  4
  +4
  3
  Average
  4
  30
  30
  30
  30
  30
  30
  30
  —
  —
  —
  9
  +6
  4
  Large
  5
  40
  40
  40
  40
  40
  40
  40
  —
  —
  —
  24
  +8
  5+
  Enormous
  6
  50
  50
  50
  50
  50
  50
  50
  —
  —
  —
  60
  +10
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  DEVELOPER DIARY
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  River’s Whisper
  CN: 8
  Range: Willpower Yards
  Target: Special
  Duration: Special
  You wade up to your waist in a river, lake, or large 
  pond, reaching out with your mind into its waters. 
  You can ask about anything that happened on or in 
  the river over the past 24 hours and up to 1 mile up 
  or downstream. As with any divination Spell, answers 
  are quite general and may be maddeningly vague: the 
  river may not understand things in the same way as a 
  living Character does. Even so, you might learn that 
  two boats passed downriver overnight, for example, 
  and that one of them was especially large, but not the 
  names of the boats or of their passengers. You might 
  learn that Orcs attacked one of the boats, but not the 
  name of the Orcs’ tribe. You may ask a number of 
  questions of the river equal to your Willpower Bonus, 
  plus an additional question for each SL above 1.
  Swell River
  CN: 14
  Range: Willpower Bonus Yards
  Target: Special
  Duration: One hour
  Though thought by most to be little more than a rumour, 
  this much feared curse can only be cast in the presence 
  of a drowning person, the river’s waters responding just 
  as the victim expires. If cast successfully, the level of a 
  river rises or falls temporarily over a 1-mile stretch. For 
  every SL on the Casting Test, the water level rises by 
  1 foot. The effects of this depend on the surrounding 
  terrain. If the river a is a fast-moving torrent in a steep 
  chasm, there will likely be a raging deluge that washes 
  away anyone standing on the bank, tears down bridges, 
  and damages mills and other riverside buildings. If the 
  river is slowly crossing a broad flood-plain, the water 
  will be less forceful, but is likely to spread over a wide 
  area, flooding fields and houses. The river returns to its 
  previous level an hour after it reaches its highest level, 
  but the effects move downstream, dissipating slowly as 
  they do so.
  Tangleweed
  CN: 6
  Range: Willpower Yards
  Target: Area of Effect (Willpower Bonus Yards)
  Duration: Special
  As you chant the incantation, the water weed in a 
  river, lake, or pond stirs to dim sentience, reaching 
  out to grasp any swimming creature within reach and 
  drag it to the bottom. All creatures within the Area 
  of Effect gain one Entangled Condition for each SL 
  on the Casting Test, and are dragged under the water. 
  For the purposes of removing Entangled Conditions, 
  the Strength of this attack is equal to your Willpower 
  plus the number of SLs on the Casting Test. Normal 
  drowning rules apply (see page 181 of the WFRP 
  rulebook).
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SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Enemy Within Developer Diaries/The Enemy Within - Developer Diary #10.pdf