Water

Water

Lun: Luna’s womb – subject must be enclosed or submerged in water. Subject is fully nourished and regenerates one condition per day per rune. 20 mana.

Sol: Healing water, can make one cup per rune. Heals 1d20 hp. Costs 10 mana.

Ven:

Mar:

Jupit:

Mer: Command water, one word per rune. 5 mana.

Sat:

Salt: Freeze something’s body. Benefit of having more runes is that it lowers the target’s resist. 50 mana.

Quicksilver: Grants water movement equal to land movement. You can choose to move across or through the water for 2 rounds per rune. 6 mana. You can’t increase your pace, so you can only move your base movement speed.

Sulfur: Create liquid mana worth 5 mana points at a rate of 1 cubic inch per round. 1 mana.

Blood:

Amalgama:

Cinabar:

Vitirol:

Antimony:

Fire: You can cut a target that has hardness. Cut can’t exceed 2 inches per rune, hardness can’t exceed 5 per rune. 5 mana.

Water: Needs a cup. Can fill the cup 1 cubic foot per hour of atmospheric water. 2 mana. Each rune increases the purity.

Air:

Earth:

Negredo:

Albedo:

Citrinitas:

Rubedo:

Day:

Night: