Surging Magic
The Harmonic school of the Surging Deep, whose lesson is that life survives through movement. See The Schools of Magic.
Philosophy
Surging Magic takes its lesson from the Surging Deep: 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 flow, 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: A harbour hospice kept under the name of Maris of the Tides, famous for healing arts and maritime survival magic.
- The River Seminary: A disciplined riverbank school built around flow control and communal healing.
- The Hall of Circulating Mercy: A temple-hospital where healers learn how much of their own life they can spend, and when to stop.
- The Salt Archive: A coastal house 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 · Mist Veil · Current Pull · Water Needle · Foam Shield · River Step · Drown Whisper · Purge Poison · Cleanse Wound · Thread the Vein · Blood Quiet · Draw Thirst · Salt Ward · Brine Lash · Tide Pull · Undertow Grip · Siphon Fever · Flow Sense · Surge Mend · Floodgate · Breath of the Deep · Current Cage · Wash Memory · Mirror Pool · Scour Channel · Lifebalance · Red Tide · Aqua Reliquary · Tidal Burst · Mercy Drain · Wavetread · Shorebreaker
Typical Cost/Power Source (every spell): Usually fed by nearby water, bodily flow, moisture, and the caster's reserves; healing and cleansing magic often also spends or redirects lifeforce.
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 traveller fills flasks from mist and dew before a hard ascent.
- Casting Methods
- Vessel-touch draw, a few heartbeats. Stream-guiding gesture, a heartbeat.
- Range/Duration
- Moisture within a few steps. An instant.
Mist Veil
- Purpose/How It Works
- Mist Veil raises a screen of vapour to obscure sight, soften light, or cool a space.
- Notable Exceptions
- Strong wind tears it apart quickly.
- Example Use
- Raiders hide their river crossing from archers on the far bank.
- Casting Methods
- Open-hand vapour lift, a few heartbeats. Water-bowl focus, a few breaths.
- Range/Duration
- A small patch a few strides off. Lasts moments to a short while.
Current Pull
- Purpose/How It Works
- Current Pull drags a body or object along existing water flow or creates a short artificial draw towards the caster's chosen direction.
- Notable Exceptions
- Strong anchors and rough terrain resist it.
- Example Use
- A rescuer pulls a drowning child towards the boat without entering the river.
- Casting Methods
- Sweeping draw gesture, a few heartbeats. Rope-and-water focus, a few breaths.
- Range/Duration
- Across a stretch of water, out to a stone's throw. Lasts a few moments.
Water Needle
- Purpose/How It Works
- Water Needle 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.
- Casting Methods
- Finger-point jet, a heartbeat. Nozzle or wand focus, at once when charged.
- Range/Duration
- Across a dock or a narrow street. An 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.
- Casting Methods
- Two-hand churn cast, a few heartbeats. Vessel release, a heartbeat if prepared.
- Range/Duration
- Right beside the caster. Lasts moments, and little longer.
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 armour.
- Example Use
- A messenger outruns the bandits by crossing a flooded ford they dare not ride.
- Casting Methods
- Stepping rhythm cast, a heartbeat. Reed or staff focus, a few heartbeats.
- 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.
- Casting Methods
- Whispered hush cast, a few heartbeats. Water-skin focus, a few breaths.
- Range/Duration
- A small room or a lane. Lasts a short while.
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.
- Casting Methods
- Touch and pulse-guidance, a few breaths. Basin-assisted purge rite, a minute's chant.
- Range/Duration
- Touch. Works over a short while, sometimes 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.
- Casting Methods
- Hand-over-wound flow cast, a few heartbeats. Water-cloth ritual wash, a short chant.
- Range/Duration
- Touch. Cleans in an instant.
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.
- Casting Methods
- Touch and pulse following, a few breaths. Fine needle or thread focus, a slow and careful working.
- Range/Duration
- Touch. Holds a short while, 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
- A sellsword company's healer keeps its wounded captain alive on the cart to the hospice.
- Casting Methods
- Pressure-point touch, a few heartbeats. Bandage focus, a few slow breaths.
- Range/Duration
- Touch. Holds from a short while to an hour.
Draw Thirst
- Purpose/How It Works
- Draw Thirst pulls moisture towards 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
- Delvers lost in the caves under a ruin coax enough condensation from the air to moisten cracked lips.
- Casting Methods
- Open-bowl draw, a few breaths. Palm-to-air siphon, a few slow breaths.
- Range/Duration
- The air within a few steps. Gathers in an instant.
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.
- Casting Methods
- Salt-circle blessing, a short chant. Storage rite, a short rite.
- 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 armour or constructs.
- Example Use
- Harbour guards whip smugglers off a wet gangplank.
- Casting Methods
- Whip-like arm cast, a heartbeat or two. Bucket or sea-draw focus, a few heartbeats.
- Range/Duration
- A few strides. An 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 duellist yanks an attacker off their line just before the lunge lands.
- Casting Methods
- Side-draw gesture, a heartbeat. Water-thread focus, a few heartbeats.
- Range/Duration
- Across a room or a deck. An instant, or a moment's drag.
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-folk drag a raiding party knee-deep into the mire before the first blow is struck.
- Casting Methods
- Downward draw cast, a few heartbeats. Marked damp ground trigger, at once when prepared.
- Range/Duration
- A few strides off. Holds a few moments.
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.
- Casting Methods
- Touch with water reservoir, a few breaths. Basin-cooling rite, a minute's chant.
- Range/Duration
- Touch. Works over moments to a short while.
Flow Sense
- Purpose/How It Works
- Flow Sense reads hidden currents in river, blood, pipework, drainage, or circulation by perceiving movement rather than shape alone.
- Notable Exceptions
- Still water and stagnant tissue produce weak results.
- Example Use
- The well-keepers of a besieged town find where the enemy has dammed the spring channel, without digging up the whole line.
- Casting Methods
- Hand over source, a few heartbeats. Rod or cup focus, a few slow breaths.
- Range/Duration
- Touch, or within sight along 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 on their feet.
- Casting Methods
- Touch and directed mend, a few breaths. Watercloth aid, a short chant.
- 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.
- Casting Methods
- Trigger phrase or hand release, a heartbeat. Valve sigil activation, at once when prepared.
- Range/Duration
- A fixed store of water. One sudden 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 the lock of a drowned temple's treasure-vault without surfacing.
- Casting Methods
- Chest-touch cast, a few heartbeats. Shared breath rite, a short chant.
- Range/Duration
- Touch or self. Lasts the length of a long dive, sometimes a good while longer.
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.
- Casting Methods
- Encircling hand cast, a few heartbeats. Prepared basin or fountain linkage, a few slow breaths.
- Range/Duration
- A few strides off. Holds moments, up to a brief struggle.
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 the sharpness of what was seen.
- Example Use
- Healers calm a child who saw a massacre so they can breathe and speak.
- Casting Methods
- Brow and pulse touch, a few breaths. Bowl-reflection rite, a minute's chant.
- Range/Duration
- Touch. The easing lasts a short while, or through the day.
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
- A temple watch uses its font to see whether the raiders have reached the riverside shrine downstream.
- Casting Methods
- Still-water gaze, a few slow breaths. Basin and token scrying, a minute's chant or longer.
- Range/Duration
- Nearby, or farther if linked. Lasts while the caster holds it.
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.
- Casting Methods
- Directed flush cast, a few heartbeats. Tube or basin pressure rite, a short chant.
- Range/Duration
- Touch, or a short way along connected channels. An instant, or a brief 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.
- Casting Methods
- Multi-touch circle, a few slow breaths. Bowl-and-thread group rite, a short rite.
- Range/Duration
- A small group close together. Redistribution in an instant, 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.
- Casting Methods
- Blood-source draw, a few heartbeats. Sacrificial basin rite, a short rite.
- Range/Duration
- From a few strides to a whole battlefield lane. Moments, seldom much longer.
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
- Delvers pay a hospice's price for reliquary vials before going under the hill, where no healer will follow.
- Casting Methods
- Vial blessing and charge set, a minute's chant. Font storage rite, a long rite.
- 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 harbour mage clears boarders from a dock edge in one outward surge.
- Casting Methods
- Centred burst cast, a few heartbeats. Water-circle release, a few slow breaths.
- Range/Duration
- A ring a few strides wide around the caster. An 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.
- Casting Methods
- Touch and direct transfer, a few breaths. Full bedside rite, a short rite.
- Range/Duration
- Touch. Immediate effect with lasting cost.
Wavetread
- Purpose/How It Works
- Wavetread spreads supporting flow 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 harbour mouth to reach the burning ferry.
- Casting Methods
- Step blessing, a few breaths. Group river rite, a minute's chant.
- Range/Duration
- Self or small group. Lasts a short while, or through a long crossing.
Shorebreaker
- Purpose/How It Works
- Shorebreaker 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
- Sailors tell of a harbour kingdom, which no two tellings set on the same coast, erased when the temple it had besieged at last answered with the sea itself.
- Casting Methods
- Great tide cast, a minute's chant. Coastal rite, most of an hour's ritual.
- Range/Duration
- A stretch of shoreline or riverfront. One instant wave, then a long aftermath.
In the Writers’ Guide
- The Schools of Magic FoundationsSurging Magic, The Common Spells
- Tidesingers A Bestiary of CaeldonLore and Belief
- Glossary Foundations