Here are how the Light elements would interact with the Water element spells. As usual, expect the destructive Water spells to take on a subtle change.
Rain: The rain has the effects of holy water on undeads and demons, if their rank is lower than the caster’s rank – they will be in pain and those below the caster’s Rank must roll under their HP on D20 or be destroyed. Those who survived the roll suffers a -1 penalty to their Attack, Defence, Evasion and Magical Defence. This variant costs 1 additional MP to cast (you may choose between the Light variant or the Water variant)
Wave Mastery: None
Icewalk (Icewall?): The ice wall grows outward at a rate of 100cm per hour. The Light Elementalist may dispel this spell anytime. Unlike the Darkness variant, the Icewall is subjected to a D6 spell expiry roll.
Walk on Water: The Elementalist leaves a stretch of ice in his path, allowing others to follow him. At the cost of an additional MP, the spell last exactly for an hour, though the Elementalist may elminate the ice path sooner.
Ice Spear: Upon hitting an undead or a demon target, the spear will cast Banish on the target, using the Elementalist’s Magical Attack.
Breathe Under Water: This spell affects all targets which the Elementalist can choose within a radius of 10m. Those targets must stay within 10m of the caster at all time to benefit.
Blizzard: The protection from Blizzard can be extended to all within 10m radius of the Elementalist. All (friends or foe) will be likewise protected.
Freeze: The victim does not have to roll to survive the shock of the attack.
Lightning: The bolt of lightnings fired by the rod causes 16 points of damage to undeads and demons instead of 12. The animate corpse property of the rod will instead summon a spirit puppet while the force-field does 3 points of damage normally, but 5 points to undeads and demons.
Summon Tidal Wave: The spell changes the watery waves literally to a sea of light which sweep across the area as described. All undeads and demons must roll under their rank on d12 are destroyed or banished – even if they succeed, they takes 2d6 points of damage. All the effects of sorcery, mystics’ powers and other spell-based powers are dispelled while all diseases/posions are purged and their sources cleansed (at least for a while, which is up to the GM to decide). All living creatures strike by the wave of light loses 2d6 turns in combat. The waves does not carry any copreral matter, though some Elementalist like to shape theirs like galloping horses.

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