Surging Magic
Philosophy
Surging Magic teaches that life survives through movement. Water that does not flow stagnates; blood that does not circulate kills; healing that does not rebalance becomes swelling, rot, or parasitic growth.
Its philosophy therefore emphasizes continuity, adaptation, and measured generosity. A Surging mage learns that not every wound should be closed by force and not every poison should be fought head-on. Often the correct answer is to redirect, dilute, flush, or restore proper movement.
Example Places of Study
- The Tidelore Hospice of Maris: Famous for healing arts and maritime survival magic.
- The River Seminary of Nhal: A disciplined school built around flow control and communal healing.
- The Hall of Circulating Mercy: A temple-hospital where healers train in lifeforce management.
- The Salt Archive of Kesh: Known for sea magic, salinity workings, and cleansing rites.
- The Floodplain Houses: Informal river traditions that teach practical water and body magic.
Common Spells
Cupfill
Purpose/How It Works: Cupfill draws clean nearby water into an empty vessel by guiding local moisture or adjacent liquid flow. Notable Exceptions: It cannot conjure water where none exists and is poor with poison-saturated sources. Example Use: A traveler fills flasks from mist and dew before a hard ascent. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Vessel-touch draw, 2 to 4 seconds. Stream-guiding gesture, 1 to 2 seconds. Range/Duration: Within a few meters of available moisture. Instant.
Mist Veil
Purpose/How It Works: Mist Veil raises a screen of vapor to obscure sight, soften light, or cool a space. Notable Exceptions: Strong wind tears it apart quickly. Example Use: River scouts hide their crossing from archers on the opposite bank. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Open-hand vapor lift, 2 to 4 seconds. Water-bowl focus, 5 to 10 seconds. Range/Duration: Small zone within 3 to 8 meters. Lasts seconds to several minutes.
Current Pull
Purpose/How It Works: Current Pull drags a body or object along existing water flow or creates a short artificial draw toward the caster’s chosen direction. Notable Exceptions: Strong anchors and rough terrain resist it. Example Use: A rescuer pulls a drowning child toward the boat without entering the river. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Sweeping draw gesture, 2 to 4 seconds. Rope-and-water focus, 5 to 10 seconds. Range/Duration: 3 to 15 meters in water. Lasts a few seconds.
Pressure Lance
Purpose/How It Works: Pressure Lance fires a narrow high-pressure jet that cuts, stings, or punctures depending on force. Notable Exceptions: Requires accessible water or prepared reservoir and loses force over distance. Example Use: Dock wardens cut a rope line to keep a burning ship from spreading the fire. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Finger-point jet, 1 to 2 seconds. Nozzle or wand focus, instant once charged. Range/Duration: 5 to 15 meters. Instant.
Foam Shield
Purpose/How It Works: Foam Shield creates dense cushioning foam that absorbs impact, slows arrows, and softens falls. Notable Exceptions: It collapses quickly under sustained heat or slicing pressure. Example Use: Flood crews leap from a collapsing quay behind a wall of braking foam. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Two-hand churn cast, 2 to 4 seconds. Vessel release, 1 to 2 seconds if prepared. Range/Duration: Adjacent area. Lasts seconds to one minute.
River Step
Purpose/How It Works: River Step supports quick movement across shallow water or unstable surface flow by briefly stiffening the water’s response underfoot. Notable Exceptions: It fails on deep violent surf or under heavy armor. Example Use: A messenger crosses a flooded ford without being swept away. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Stepping rhythm cast, 1 to 2 seconds. Reed or staff focus, 3 to 5 seconds. Range/Duration: Self. Lasts for several steps.
Drown Whisper
Purpose/How It Works: Drown Whisper muffles sound beneath a dampened liquid hush, swallowing voices and footsteps. Notable Exceptions: Hard consonants and metal clang still carry somewhat. Example Use: Assassins slip through a cistern hall unheard. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Whispered hush cast, 2 to 4 seconds. Water-skin focus, 5 to 10 seconds. Range/Duration: Small room or lane. Lasts half a minute to several minutes.
Purge Poison
Purpose/How It Works: Purge Poison encourages toxins out through sweat, vomiting, bleeding, or forced filtration by restoring proper bodily flow. Notable Exceptions: It is less effective on magical curses than on physical toxins. Example Use: A field healer saves a bitten scout by forcing venom into discharge before it reaches the heart. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Touch and pulse-guidance, 5 to 15 seconds. Basin-assisted purge rite, 1 to 3 minutes. Range/Duration: Touch. Works over minutes to an hour.
Cleanse Wound
Purpose/How It Works: Cleanse Wound washes dirt, rot, and contamination from injured flesh without needing direct scrubbing. Notable Exceptions: It does not seal the wound or restore lost tissue. Example Use: A surgeon clears mud and splinters from a spear wound before deeper treatment. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Hand-over-wound flow cast, 3 to 6 seconds. Water-cloth ritual wash, 20 to 40 seconds. Range/Duration: Touch. Instant cleaning effect.
Thread The Vein
Purpose/How It Works: Thread the Vein reopens blocked circulation and encourages proper blood passage through damaged or constricted pathways. Notable Exceptions: Dangerous if used on uncontrolled internal bleeding. Example Use: A healer restores blood flow to a crushed limb before tissue begins to die. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Touch and pulse following, 5 to 10 seconds. Fine needle or thread focus, 20 to 60 seconds. Range/Duration: Touch. Lasts minutes, often long enough for fuller healing.
Blood Quiet
Purpose/How It Works: Blood Quiet slows dangerous bleeding by calming flow and tightening local vascular movement. Notable Exceptions: It is not enough for completely severed major vessels without additional intervention. Example Use: Medics keep a wounded captain alive through transport to the hospice. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Pressure-point touch, 2 to 5 seconds. Bandage focus, 10 to 20 seconds. Range/Duration: Touch. Lasts minutes to an hour.
Draw Thirst
Purpose/How It Works: Draw Thirst pulls moisture toward the caster or target area, easing dehydration or collecting ambient dampness. Notable Exceptions: It is inefficient in dry cold air or true desert noon heat. Example Use: Explorers coax enough condensation from cave air to moisten cracked lips. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Open-bowl draw, 5 to 10 seconds. Palm-to-air siphon, 10 to 20 seconds. Range/Duration: A few meters of ambient space. Instant collection.
Salt Ward
Purpose/How It Works: Salt Ward keeps rot, vermin, and lesser corruption from food stores, bodies, and preserved material by establishing a cleansing saline boundary. Notable Exceptions: Strong magical corruption can ignore ordinary salting. Example Use: Ships’ surgeons protect medicinal stores during a long humid voyage. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Salt-circle blessing, 20 to 40 seconds. Storage rite, 2 to 5 minutes. Range/Duration: Crate, chamber, or body. Lasts days to weeks.
Brine Lash
Purpose/How It Works: Brine Lash strikes with saline water that stings eyes, open wounds, and exposed tissue more viciously than fresh flow. Notable Exceptions: Less useful against sealed armor or constructs. Example Use: Harbor guards whip smugglers off a wet gangplank. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Whip-like arm cast, 1 to 3 seconds. Bucket or sea-draw focus, 2 to 4 seconds. Range/Duration: 2 to 6 meters. Instant.
Tide Pull
Purpose/How It Works: Tide Pull forces a moving target off balance by creating a directional drag like a sudden side current. Notable Exceptions: Rooted or very heavy targets resist it well. Example Use: A duelist yanks an attacker off their line just before the lunge lands. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Side-draw gesture, 1 to 2 seconds. Water-thread focus, 3 to 5 seconds. Range/Duration: 3 to 10 meters. Instant to a few seconds.
Undertow Grip
Purpose/How It Works: Undertow Grip drags feet, ankles, or lower limbs downward as if caught in a hidden current. Notable Exceptions: Weak in rocky dry ground unless moisture or soft earth is present. Example Use: Marsh wardens stop trespassers without immediately wounding them. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Downward draw cast, 2 to 4 seconds. Marked damp ground trigger, instant once prepared. Range/Duration: 3 to 8 meters. Lasts several seconds.
Siphon Fever
Purpose/How It Works: Siphon Fever bleeds excess heat from a body into nearby water, cooling a patient or overheated caster. Notable Exceptions: Overcooling is possible, especially in children and the weak. Example Use: A plague healer draws burning fever into bowls that steam beside the bed. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Touch with water reservoir, 5 to 10 seconds. Basin-cooling rite, 1 to 3 minutes. Range/Duration: Touch. Works over seconds to minutes.
Flow Sense
Purpose/How It Works: Flow Sense reads hidden currents in river, blood, pipework, drainage, or circulation by perceiving movement patterns rather than shape alone. Notable Exceptions: Still water and stagnant tissue produce weak results. Example Use: Engineers locate the blocked section of an aqueduct without dismantling the whole channel. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Hand over source, 3 to 8 seconds. Rod or cup focus, 10 to 20 seconds. Range/Duration: Touch or line of sight to connected flow. Lasts while concentration is held.
Surge Mend
Purpose/How It Works: Surge Mend speeds early-stage tissue closure and knits shallow injury through restored vitality flow. Notable Exceptions: It is not sufficient for shattered bone, missing flesh, or deep organ trauma. Example Use: Frontline healers close cuts and punctures fast enough to keep soldiers standing. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Touch and directed mend, 5 to 12 seconds. Watercloth aid, 20 to 40 seconds. Range/Duration: Touch. Healing occurs immediately with ongoing recovery after.
Floodgate
Purpose/How It Works: Floodgate releases a sudden stored burst of water from a vessel, warded cistern, or gathered reserve. Notable Exceptions: Without preparation it has little to release. Example Use: Defenders blast open a stairwell with a held surge from rooftop tanks. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Trigger phrase or hand release, 1 to 2 seconds. Valve sigil activation, instant once prepared. Range/Duration: Fixed storage point. Instant surge.
Breath Of The Deep
Purpose/How It Works: Breath of the Deep extends breath-holding or grants brief water-adapted respiration by easing panic and optimizing oxygen use. Notable Exceptions: It is not permanent gill-making and fails if the caster is already drowning. Example Use: Divers reach a submerged lock mechanism without surfacing. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Chest-touch cast, 3 to 6 seconds. Shared breath rite, 20 to 40 seconds. Range/Duration: Touch or self. Lasts roughly half a minute to several minutes.
Current Cage
Purpose/How It Works: Current Cage binds a target inside rotating water bands or pressure loops that impede movement. Notable Exceptions: It needs enough water mass or a strong ley-fed caster to hold shape. Example Use: Guards restrain a fire-wielder until proper anti-burn shackles arrive. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Encircling hand cast, 3 to 6 seconds. Prepared basin or fountain linkage, 10 to 20 seconds. Range/Duration: 3 to 8 meters. Lasts several seconds to one minute.
Wash Memory
Purpose/How It Works: Wash Memory softens fresh emotional shock without erasing factual recall by letting the mind’s immediate turmoil drain off. Notable Exceptions: Repeated use can blunt necessary grief or testimony precision. Example Use: Healers calm a child who witnessed massacre so they can breathe and speak. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Brow and pulse touch, 5 to 15 seconds. Bowl-reflection rite, 1 to 3 minutes. Range/Duration: Touch. Emotional easing lasts minutes to hours.
Mirror Pool
Purpose/How It Works: Mirror Pool uses still water to reveal an image of a nearby person, place, or linked scene through reflective correspondence. Notable Exceptions: Turbulence, lying surfaces, and bad sympathetic links distort results. Example Use: Temple watch uses a font to check the state of a riverside shrine downstream. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Still-water gaze, 10 to 20 seconds. Basin and token scrying, 1 to 5 minutes. Range/Duration: Nearby to moderate distance if linked. Lasts while sustained.
Scour Channel
Purpose/How It Works: Scour Channel flushes a passage, wound, pipe, or conduit clear of blockage through directed high-flow cleansing. Notable Exceptions: Fragile channels may tear if force is misjudged. Example Use: A healer clears infected matter from a puncture before sealing it. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Directed flush cast, 3 to 8 seconds. Tube or basin pressure rite, 20 to 60 seconds. Range/Duration: Touch to several meters through connected channels. Instant to short sustained flow.
Lifebalance
Purpose/How It Works: Lifebalance redistributes vitality across several wounded allies so one dying person does not collapse while others still hold excess reserve. Notable Exceptions: It cannot create vitality and may dangerously weaken the healthiest participant. Example Use: After an ambush, a healer keeps three wounded scouts alive by equalizing what remains among them. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Multi-touch circle, 10 to 20 seconds. Bowl-and-thread group rite, 2 to 5 minutes. Range/Duration: Small clustered group. Instant redistribution with lingering fatigue.
Red Tide
Purpose/How It Works: Red Tide weaponizes blood-rich fluid, whether from battlefield runoff or empowered bodily sources, into brutal striking or fear effects. Notable Exceptions: Often taboo, dangerous, and less useful where no blood source exists. Example Use: A desperate war-mage turns a slaughtered ford into a terror weapon against advancing infantry. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Blood-source draw, 3 to 6 seconds. Sacrificial basin rite, 2 to 5 minutes. Range/Duration: Several meters to a battlefield lane. Seconds to one minute.
Aqua Reliquary
Purpose/How It Works: Aqua Reliquary stores measured healing charge or cleansing flow in blessed or prepared water for later use. Notable Exceptions: Stored charge leaks over time and can spoil if the vessel is impure. Example Use: Hospices keep reliquary vials ready for emergencies when healers are exhausted. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Vial blessing and charge set, 1 to 3 minutes. Font storage rite, 5 to 15 minutes. Range/Duration: Fixed vessel. Stored for days to weeks.
Tidal Burst
Purpose/How It Works: Tidal Burst strikes outward with a circular wave of water pressure, knocking or sweeping enemies away. Notable Exceptions: Best with an available water source and dangerous on narrow ledges. Example Use: A harbor mage clears boarders from a dock edge in one outward surge. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Centered burst cast, 2 to 4 seconds. Water-circle release, 10 to 20 seconds. Range/Duration: Radius of several meters. Instant.
Mercy Drain
Purpose/How It Works: Mercy Drain draws life from the caster to save another from death, directly paying the cost in personal reserves. Notable Exceptions: Repeated use kills healers, and cross-species mismatch reduces efficiency sharply. Example Use: A temple medic keeps a child alive through the night by giving away months of their own strength. Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce. Casting Methods: Touch and direct transfer, 5 to 15 seconds. Full bedside rite, 2 to 6 minutes. Range/Duration: Touch. Immediate effect with lasting cost.
Water Walk
Purpose/How It Works: Water Walk spreads supporting flow-pattern beneath the target’s feet so liquid behaves like a yielding but stable surface.
Notable Exceptions: Violent surf, whirlpools, and broken ice make it far less safe than the name suggests.
Example Use: A shrine guard runs across the harbor mouth to reach the burning ferry.
Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce.
Casting Methods: Step blessing, 5 to 10 seconds. Group river rite, 1 to 3 minutes.
Range/Duration: Self or small group. Minutes to hours.
Tsunami
Purpose/How It Works: Tsunami gathers and drives an overwhelming wall of water against a shoreline, fleet, or river settlement.
Notable Exceptions: It requires immense water mass, preparation, and moral indifference to collateral devastation.
Example Use: A harbor kingdom is erased when the enemy temple finally answers the siege with the sea itself.
Typical Cost/Power Source: Usually fed by nearby water, bodily flow, moisture, and the caster’s reserves; healing and cleansing magic often also spends or redirects lifeforce.
Casting Methods: Great tide cast, 1 to 3 minutes. Coastal rite, 10 to 30 minutes.
Range/Duration: Shoreline or riverfront section. Instant wave with minutes of aftermath.