Water Magic (Water Mages)
Also known as: Water Mages, Water Magic School, New Camp Magic
The Water Mages are the scholarly order of the New Camp, spellcasters who have broken from the Old Camp’s rigid hierarchy to pursue their own arcane tradition within the Barrier. Where the Fire Mages serve the ore barons and Innos, the Water Mages answer to the ideals of the free miners and their own intellectual community, making them the philosophically distinct alternative for the Nameless Hero who chooses the New Camp path.
The School of Water
Water Magic draws on the same six Circles of Magic as the Fire school but tilts its curriculum toward control, utility, and flexibility rather than raw damage output. The school’s toolkit includes Telekinesis — one of the most practically useful spells in the game, retrieving distant items and loot without navigating hazardous terrain — alongside summoning spells that call skeletal warriors, golems, or demons into service as combat allies. Crowd-control options such as Sleep and Freeze allow a Water Mage to dictate the pace of encounters, immobilising or neutralising threats before they can overwhelm. Healing and Light spells, shared across both orders, are available here as well, ensuring the Water Mage has no survival gap compared to the fire-focused curriculum.
Joining the Order
To join the Water Mages, the Nameless Hero must commit to the New Camp and earn the trust of its leadership — the free miners and their mage allies led by Saturas. Once accepted, the hero studies the circles in sequence within the mage cave complex beyond the swamp. Circles one through five are available inside the guild’s structure. The sixth circle — necromancy — is taught only by Xardas, the renegade who answers to neither order and lives in his tower to the north; Water Mage initiates who want that final tier of power must seek him out independently, exactly as Fire Mage students must.
Build Advantages
The Water Mage path carries a meaningful mechanical advantage over the course of the game: choosing this route provides a stronger overall attribute growth trajectory compared to the equivalent Fire Mage build, making it the preferred choice for players who plan to commit fully to the caster role and optimise for the late game. The school’s emphasis on control and summoning also makes it more forgiving in practice — a summoned creature absorbs enemy attention while the mage casts from range without interruption.
Playstyle
Water Mages cast from permanent runes when they have the appropriate circle and sufficient mana, or fall back on expendable scrolls in emergencies. Mana management is equally important here as in the Fire school: building a deep pool through permanent mana potions is a priority before ascending to costly higher-circle spells. In the Gothic 1 Remake, the Water Mages’ role as the New Camp’s arcane scholars and Saturas’s plan to destroy the Barrier remain central to the game’s main quest structure, with the remake expanding the visual design of their cave temple while preserving the faction’s thematic identity.