In this chapter: Level Determination for Odivshe Spells, Principals of Odivshe, Table of Contents

Odiveshe graphic (4KB)

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

  1. Detection - element of water
  2. Duplication - liquids/water
  3. Elementals - summoning water
  4. Invulnerability - to water, liquids
  5. Manipulation - of water, liquds
  6. Absorption - of water, liquids
  7. Base
  8. Cold
  9. Darkness
  10. Deluge
  11. Fog
  12. Hail
  13. Ice
  14. Metabolic
  15. Mist
  16. Moisture
  17. Paralysis
  18. Rain
  19. Shadow
  20. Slowness
  21. Snow
  22. Stasis
  23. Swimming
  24. Temperature
  25. Water
  26. Armour

Table of Contents

I

Azure Hand
Bonal’s Quencing
*Chalsa’s Sponge
*Chill
*Daenin’s Specter
*Frost Fairies
*Hasan's Mists
*Hewgon’s Shield
*Indatha’s Shield
*Judral's Touch
Power of Ulmer
*Teri's Drink
*Timmin’s Mist
Yavari’s Spoon

V

*Daenin's Cant
*Daenin's Quiescence
Figure of Aumos
Hand of Ulmer
*Jervon's Artic Armor
*Judral's Form
*Kotyn's Inertial Armor
Toval’s Rest
Web of Marias

II

*Cloak of Cucyne
*Daenin's Chill Touch
Eye of Ultramarine
*Frostblade
*Frost Ward
Shadow of Yanar
Tarl’s Alchema

VI

*Crystal's Shadow Armor
*Cucyne's Watertamer
*Daenin's Eternal Fount
Fiend of Alsai-Dom
*Jivvin's Improved Artic Armor
Steps of Asarind

III

Breath of Dhivu
*Cloak of Mandos
Glamour of Fanon
Mouth of Lathal
*Passage of Ulmo
Tarl’s Crystals,

VII

Gaze of Crystal Power (VII)
Orb of Aumos (VII)
*Daenin's  Icy Doom (VIII)

IV

Curse of Balrin
*Dance of Himgalith
Evo’s Sweat
*Freshening Of Murazor
*Frost Brand
*Hewgon’s Exodus
Kalsor’s Trap
Pall of Veshel
*Stabilize Ice
*Strands of Lolth
*Turgel's Perambulation

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.


* Denotes a chantry specific spell. Not all chantries may have access to this spell.
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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