Water · offensive / control

Water Jet

Water Jet is a magical attack against a single visible target that can briefly change its position as well as deal damage. In a story, it suits a caster who works with movement and the space around an opponent. However, the additional push is not guaranteed on every cast: it requires actually dealing at least one Hit Point of damage.

The push affects an ordinary target and moves it only a short step, rather than any chosen distance. A large or main opponent is not moved. The limit on the same target per round must be respected when several casters work together. A hero can use the spell to make a small change to the situation, but should not infer that it automatically disables a powerful enemy.

Exact effect: If it deals at least 1 HP of damage, it also pushes an ordinary target back a short step. A large or main opponent is not moved. Bonus: +1 to MATK. Target: 1 target within sight. Duration: instantaneous. Restrictions: at most 1 push per target per round. Using it requires at least Intelligence 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Water Jet
Spell illustration • WaterWater Jet
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Water
Type
offensive / control
Min. Intelligence
7
Min. Level
—
Bonus
+1 to MATK
Target
1 target within sight
Duration
instantaneous
Restrictions
at most 1 push per target per round
Exact effect
If it deals at least 1 HP of damage, it also pushes an ordinary target back a short step. A large or main opponent is not moved.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.