Odivshe is the magic of slow, cool darkness, of water and ice, the opposite of fire and action. Odivshe mages study and work their spells on water and shadow, ice and cold. They are sometimes called the wizards of gloom. Odivshe foci invariably incorporate water and/or ice.
As well as these mundane elements, the Odivshe sometimes manipulate ethereal water. This "substance" takes a variety of forms, generally similar to ordinary water, but thinner, sometimes invisible. often it is described as an "icy pallor that robs away the breath and drowns the very spirit with its dark, clinging, gloom".
It takes about twice as long to drown in ethereal water, although this may be small comfort to those who have the experience. In general, ethereal water is easier to walk/run through than mundane water (half air movement rates), and more difficult to swim in (double fatigue).
The Odivshe use it because it is easier to manipulate than mundane water. Ethereal water affects ethereal creatures as mundane water affects mundane creatures. It will also quench ethereal fire.
NOTE: when a mage of any convocation tries to use an Odivshe spell to enchant a non-Odivshe object, his EML is penalized:
-10 Secondary (Fyvrian or Savorian) object
-15 Neutral object (GM’s discretion)
-20 Tertiary (Jmorvi or Lyahvi) object
-30 Diametric (Peleahn) object
Level Determination for Odivshe Spells
I | cooling a mostly water substance, reducing/removing thirst for up to a day, create a mist, increasing bouyancy, creating a thin sheet of frost from a seed |
II | creating gloom, resisting natural frost, freezing a small volume of water |
III | creating a cone of ethereal frost, walking on snow, breathing under water |
IV | engulfing an area in ethereal water, enchanting an item to inflict frost impact, causing light rain |
V | enchanting a water source to become pure for a long time, turning into ethereal water |
VI | summoning a weak water elemental, walking on water, calming choppy water |
VII | object unmovable, creating an ever-full tankard, parting a shallow pond |
VII | freezing an entire area, |
IX | travelling on the currents as water, making ice as hard as steel |
X | Causing minor floods, summoning a powerful water elemental, creating an artesian (sp?) well |
XV | parting the waters of Lake Tontury, creating an ice fortress, diverting a small river |
XX | extinguishing a volcano, parting Lake Benath, causing a drought or major flood |
Principals of Odivshe
by Thorvald Neumann
- Detection - element of water
- Duplication - liquids/water
- Elementals - summoning water
- Invulnerability - to water, liquids
- Manipulation - of water, liquds
- Absorption - of water, liquids
- Base
- Cold
- Darkness
- Deluge
- Fog
- Hail
- Ice
- Metabolic
- Mist
- Moisture
- Paralysis
- Rain
- Shadow
- Slowness
- Snow
- Stasis
- Swimming
- Temperature
- Water
- Armour
Table of Contents
I |
Azure Hand |
V |
*Daenin's Cant |
II |
*Cloak of Cucyne |
VI |
*Crystal's Shadow Armor |
III |
Breath of Dhivu |
VII |
Gaze of Crystal Power (VII) |
IV |
Curse of Balrin |
ML |
*Night Charm
*Suppress |
* denotes a chantry specific spell. These spells may not be in common circulation. The name of the owning wizard is listed with the spell.
All other spells remain copyright Columbia Games Inc.
Special thanks to The InterNet HârnMaster Spell File Revised: December 21, 1993 Edited by R.B. Schmunk (pcrxs@nasagiss.giss.nasa.gov)
In this chapter: Level
Determination for Odivshe Spells, Principals of Odivshe, Table of Contents
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