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The element of water was one of the four fundamental building blocks of matter and the source of all fluidity, essential for life, liable to transformations but cyclically reverting to its basic liquid nature.[1][2]

Cosmology[]

Water manifested its position in the cosmos as the Elemental Plane of Water, one of the Inner Planes.[3][2] The element was also represented there in living form as water elementals.[2]

The ruler over the portfolio of water in Faerûn and Zakhara was the elemental lord Istishia.[1][4] The archomental Olhydra also proclaimed her wish to dominate the element by calling herself Princess of Evil Water,[5][2] though she had made no obvious attempts to challenge the Water Lord.[6]

A number Torilian powers were concerned less directly with the elemental aspect of water, but with its various appearances in the Realms: Deep Sashelas,[7] Umberlee,[1] Ulutiu[8] and Valkur[1] with the sea and oceans; Isis,[9] Sebek[10] and Shajar[11] with rivers; Aerdrie Faenya,[12] Anhur,[13] Azul[14] and Jisan[15] with rain; and Eldath with springs, pools, and waterfalls.[16]

Magic[]

School of elemental water[]

Many magical spells utilized the element of water.[17] Elemental water was recognized as a "school of effect" (rather than one of the eight traditional schools of magic).[18][19] Wizards specializing in this school were called water elementalists.[19] Water was opposed to the element of fire, both as a school of magic[19] and as a worldview.[1][20]

Magic-users in Zakhara had a similar but not identical notion of water magic in the form of the province of sea.[21]

Likewise, the wu jen of Kara-Tur divided spells into five elemental groups, including water.[22][23]

Divine water magic[]

A number of deities granted divine spells that relied on the element, either in the form of the elemental water sphere,[24] or the water domain.[25][26]

Celestial bodies[]

Spacefarers also used the four elements to distinguish different types of celestial bodies present in the crystal spheres.[27]

Major water bodies in Realmspace were:[28][29]

Appendix[]

See also[]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 78–79. ISBN 978-0786903849.
  2. 2.0 2.1 2.2 2.3 Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), pp. 6, 8, 50–59. ISBN 0-7869-0736-3.
  3. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 256–257. ISBN 0-7869-1836-5.
  4. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 57. ISBN 978-1560763291.
  5. Wizards of the Coast (April 2015). Villains: Cult of the Crushing Wave (HTML). Wizards of the Coast. Retrieved on 2015-04-26.
  6. Monte Cook (1998). Planescape Monstrous Compendium Appendix III. (TSR, Inc), p. 17. ISBN 0-7869-0751-7.
  7. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 126. ISBN 0-7869-1239-1.
  8. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 62. ISBN 978-0786906574.
  9. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), pp. 114–115. ISBN 978-0786906574.
  10. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 124. ISBN 978-0786906574.
  11. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 55. ISBN 978-1560763291.
  12. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 114. ISBN 0-7869-1239-1.
  13. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), pp. 96–97. ISBN 978-0786906574.
  14. Douglas Niles (August 1991). “Gods & Battles”. Maztica Campaign Set (TSR, Inc.), p. 26. ISBN 1-5607-6084-2.
  15. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 50. ISBN 978-1560763291.
  16. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 57. ISBN 978-0786903849.
  17. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 151. ISBN 1-56076-107-5.
  18. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 16–19. ISBN 0-7869-0394-5.
  19. 19.0 19.1 19.2 Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 9. ISBN 1-56076-107-5.
  20. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 88–89. ISBN 978-0786903849.
  21. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 111. ISBN 978-1560763581.
  22. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 26. ISBN 0-8803-8099-3.
  23. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 30. ISBN 0-7869-2015-7.
  24. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 34. ISBN 0-88038-716-5.
  25. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
  26. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 189. ISBN 0-7869-2886-7.
  27. Jeff Grubb (1989). AD&D Adventures in Space (Concordance of Arcane Space). (TSR, Inc), pp. 74-76. ISBN 0-88038-762-9.
  28. Jeff Grubb (1989). AD&D Adventures in Space (Lorebook of the Void). (TSR, Inc), pp. 92-95. ISBN 0-88038-762-9.
  29. Dale "slade" Henson (April 1991). Realmspace. Edited by Gary L. Thomas, Karen S. Boomgarden. (TSR, Inc). ISBN 1-56076-052-4.

External links[]

Connections[]

The Building Blocks of the Multiverse
Elements

AirEarthFireWater • (Wood)
Energies

Negative energyPositive energy
Schools of Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power
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