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	<id>https://fablesfantasyrp.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LastFallenAngel</id>
	<title>Fables and Fantasy Wiki - User contributions [en]</title>
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	<updated>2026-07-31T13:38:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Fire_Phoenix&amp;diff=5024</id>
		<title>Fire Phoenix</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Fire_Phoenix&amp;diff=5024"/>
		<updated>2023-10-31T15:42:57Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Avian&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = 190 - 210 cm; Medium&lt;br /&gt;
|HP = 10&lt;br /&gt;
|STR = 4&lt;br /&gt;
|DEF = 6&lt;br /&gt;
|AGI = 10&lt;br /&gt;
|INT = 14&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Phoenixes fly high above the clouds and always fly together. They are with many but very rarely decide to come down. The fire phoenixes have a good relationship with the Therri'cill and often serve as his messengers. The phoenixes often reside on high mountaintops in the far north, or one phoenix may come down when breeding an egg. These flaming birds are wise and can make people aware of their will by only using their minds, essentially 'speaking' with them. A phoenix can survive very long without food, but they will travel north where the group isn't easily spotted and fly down if needed. Phoenixes can also sleep while flying, and they essentially always fly high above the clouds, circling Eden.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
A frost phoenix sits on high mountaintops or deep snow fields in the far north. They are always seen alone, and even rarer decide to take a flight and fly south. The frost birds don't contact the world south of them unless they lay an egg. A frost phoenix is way more intelligent but more violent and dangerous than its fiery counterpart, the fire phoenix. They can make people aware of their will by only using their minds, essentially 'speaking' with them. A frost phoenix will fly on the snowy fields in the north and hunt for the small worms under the thick layer of snow, but they can survive very long without food. Frost phoenixes sleep on their high mountaintops, far away from the races of Eden.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
If you upset a fire phoenix, they may come diving down and try to pick you off. When encountering a fire phoenix on the ground or a mountain, it may try to swing its clawed feet and grab you with its strong claws. If you are grabbed, they might fly high and let you fall to your death. Being intelligent and magical creatures, a fire phoenix also has some control over fire and could set you on fire, inflicting a burning effect.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
*'''Phoenix Feather'''&lt;br /&gt;
::This is dropped whenever a fire phoenix dies, but it could also be picked up when it falls from the sky. Then it comes from high up in the clouds, dropped by a phoenix that is flying there. These feathers can be used for the most advanced type of healing, allowing life-threatening wounds to be healed. The fire of this feather will cauterize the wound and close it this way. They are also used to purify curses or cast blessings upon someone. When used for a blessing or healing, the feather goes up in flames in quite the light show.&lt;br /&gt;
&lt;br /&gt;
*'''Phoenix Ash'''&lt;br /&gt;
::Phoenix ash is dropped whenever a phoenix dies. Their flaming spirit stays and watches over the realm while their body turns to ash. This ash could ease the pain of wounds because it will temporarily burn the pain receptors, and no signals of pain will be sent to your brain. It is also an ingredient for the most powerful brews.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Frost_Phoenix&amp;diff=5023</id>
		<title>Frost Phoenix</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Frost_Phoenix&amp;diff=5023"/>
		<updated>2023-10-31T15:42:21Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Avian&lt;br /&gt;
|Rarity = Legendary&lt;br /&gt;
|Size = 190 - 210 cm; Medium&lt;br /&gt;
|HP = 12&lt;br /&gt;
|STR = 5&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 12&lt;br /&gt;
|INT = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
A frost phoenix is a legendary, mythical avian creature that lives high up north in the ancient mountain range. It is a giant bird with deep blue feathers, overgrown with ice to the point of looking like a bird sculpted out of ice. The ice-blue bird is around two meters tall, like an elf. They have claws at their feet that are so big they could grab a person. A frost phoenix's birth is a magical event that needs the assistance of a person to birth the youngling. A phoenix will therefore contact an individual to birth her egg. Only once per decade, an egg is laid. To hatch the egg, the chosen person must complete a ritual. The chosen will have to cause the formation of a blizzard since only there can see the egg hatch in. This can be done through magic or by using various items and relics. Once a frost phoenix is born, it will fly off further north, beyond the ancient mountains, or stay with the chosen person, and the mother will allow the person to raise the youngling.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
A frost phoenix sits on high mountaintops or deep snow fields in the far north. They are always seen alone, and even rarer decide to take a flight and fly south. The frost birds don't contact the world south of them unless they lay an egg. A frost phoenix is way more intelligent but more violent and dangerous than its fiery counterpart, the fire phoenix. They can make people aware of their will by only using their minds, essentially 'speaking' with them. A frost phoenix will fly on the snowy fields in the north and hunt for the small worms under the thick layer of snow, but they can survive very long without food. Frost phoenixes sleep on their high mountaintops, far away from the races of Eden.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
A frost phoenix may attack intruders to their domain in the snowy tundra, and then they might fly down from their high mountains and try to grab you with their claws or attack while airborne. Whenever you fight a frost phoenix on the ground, it will also use its ice-sharp wings to attack you. Frost phoenixes are very intelligent and magical, and they might summon ice storms or cast ice shards from their wings, the shards dealing slight damage, and both the storm and shards will freeze you in place.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
*'''Phoenix Feather'''&lt;br /&gt;
::A frost phoenix might drop one of their deep blue, iced feather if they parish. This feather could be used to change weather and channel storms or allow it to snow even in the summer. Like the fiery feather, they can be used to lift curses or cast blessings. When used for a blessing or changing the weather, the feather chills and bursts out in ice shards in a spectacular way.&lt;br /&gt;
&lt;br /&gt;
*'''Phoenix Shards'''&lt;br /&gt;
::An ice shard, coming off from the wing of a frost phoenix. This is a very powerful magical artifact filled with arcane energy. It is a stronger material than a gemstone and it is so cold that it cannot be molten. Such a shard is mostly used as a trophy, but it could also amplify a mages ability to cast spells and use the energy from a tear.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Sand_Golem&amp;diff=5022</id>
		<title>Sand Golem</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Sand_Golem&amp;diff=5022"/>
		<updated>2023-10-31T15:40:22Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Constructed&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = 300 - 4,000 cm; Large/Gargantuan&lt;br /&gt;
|HP = ?&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 12&lt;br /&gt;
|AGI = 10&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
A sand golem is a non-organic elemental being originating from the desert of Anjyarr. The name ''golem'' comes from their elemental counterpart, the stone golem, who inhabits the northern mountainous regions. The sand golem comprises various elemental components such as air, rock - preferable sandstone, and sand. The sand golem is powered by another magical component housed in the center of the being once it has taken shape. This rock of raw magic energy draws the features of the sand, shaping it into a body for its use. Upon inspection, the raw magic element was identified as being connected to both air and earth.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The sand golem may reach between 3 meters (9.8 feet) to over 40 meters (131 feet) when taken shape. Due to its body being composed of sand or other natural materials and constantly shaping into different husks or materials, the body's weight can not be measured. &lt;br /&gt;
After much study of the raw magic energy housed in the rock, serving as the heart and mind of the being, it has been revealed the rock also holds a life source, presumed to be a soul. How this came to be is unknown, yet the sand golem's history has been traced back to the time period of the ancient Anjyarr civilization. When the raw magic was drained out of the rock, the stone that was left simply shattered, and the life source that was still inside vanished. &lt;br /&gt;
&lt;br /&gt;
The shape of the stone golems resembled that of a large humanoid. Being that certain limbs or ''body parts'' are out of proportion. A sand golem's lower half is either fitted with two legs to stand on or is attached to the ground itself, making it still able to move around. The head of the golem differs. Most golems prefer to have a featureless head. While others have the shapes of mouths or darkened eye sockets and even ears. The being is capable of producing sounds despite lacking the organs to do so. Albeit only roars and groans when showing the be in the emotional state of being angry or hurt. &lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The golems inhabit the desert of Anjyarr. In both canyon regions and dunes. It does not travel outside of the desert, as its main body material is made out of sand and sandstone, earth and other types of stone seem to be too heavy for the raw magic energy to use.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
It is unknown what drives these beings, as they seem to lay dormant for thousands of years, only to spontaneously awaken when someone is too close to their resting place. &lt;br /&gt;
Upon studying its awakening cycle, it has been confirmed that humanoids with magical abilities seem to be the main cause of its awakening. The raw energy seems to ''feel'' the magical force from a mage or witch. The sand golem can also be awakened by raw force; when the rock is touched or moved.&lt;br /&gt;
&lt;br /&gt;
Sand golems are aggressive beings; this is due to the chaotic energy that is housed within the raw magic rock. Their aggression is targeted not only on other beings and their environment but also their own kind. It is thereby speculated that sand golems could've started most sandstorms, or are sand golems themselves in combat. After their target has fled or been killed, they return to their dormant state and bury themselves deep into the earth. It is a guess that the raw magic rock does this for its own protection.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
A golem's abilities vary when it comes to its size. Sand golems use materials from nature to shape their body. Mainly sand and sandstone rock as it is light. It constantly sembles and reassembles itself in combat, growing ''limbs'' back when cut off from the main body. The being can shift into certain proportions as well. Growing in size even during combat. It is not capable of using certain objects as weapons. Instead, it uses the elements and raw force to kill its opponent. Extending his limbs to reach even further to either hit or grab his target. Depending on the material, a sand golem is always protected. Using rock elements to toughen its ''skin''. &lt;br /&gt;
&lt;br /&gt;
The golem however is able to be killed. By either the rock being destroyed or damaged, drained of energy or with fire magic; turning the golem into glass.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Stone_Golem&amp;diff=5021</id>
		<title>Stone Golem</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Stone_Golem&amp;diff=5021"/>
		<updated>2023-10-31T15:39:47Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Constructed&lt;br /&gt;
|Rarity = Epic&lt;br /&gt;
|Size = 1000 - 30,500 cm; Huge/Gargantuan&lt;br /&gt;
|HP = ?&lt;br /&gt;
|STR = 14&lt;br /&gt;
|DEF = 16&lt;br /&gt;
|AGI = 6&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
A stone golem is a non-organic elemental-being originating from the icy northern mountain regions. The name golem comes from the ancient Attian languages before the Attian empire, which translates roughly to 'clumsy and slow being.' The creature is compromised out of the elemental component rock. Variants of golems have been spotted, with parts of his body made of hardened gravel or dirt. As the translation of his name suggests, the stone golem is slow and clumsy but also very aggressive. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The stone golem may reach 10 meters (32 feet) to over an unknown amount in height. The tallest golem being recorded was over 305 meters (1000 feet), the size of a small mountain. The number of different sizes of stone and boulders that make up his body cannot be weight; hence, the importance of the creature is unknown. Golems are always in different sizes, heights, and looks; no stone golem seems the same. What is the same, though, is his 'heart.' While the sand golem is given life by a rock of raw magic energy housed in its center, the stone golem has been confirmed to have an actual component that works as the heart. This spherical stone of molten rock is always in the part of the being that is the strongest. Most times, this is the upper torso. How these hearts came to be is yet to be studied. But it is believed in Denur Mythology that the stone golems are souls that have lost their way to the afterlife. The truth behind this has yet to be confirmed. Even when the heart is removed from the golem's body, it keeps its heat and glow. &lt;br /&gt;
&lt;br /&gt;
Due to its long-dormant state, nature mainly converts the stone golems into little hills, making them camouflaged worldwide. So it might be plausible for someone to walk on top of a stone golem at any given time. When these golems awake, they often carry large chunks of grass or forest on their backs.&lt;br /&gt;
&lt;br /&gt;
The shape of the stone golems resembled that of a large humanoid. Certain limbs or ''body parts'' are out of proportion due to the variety of rocks used to shape them. Every stone golem is different in size or shape. While most of these creatures tend to have two arms, golems have been seen with multiple limbs. The golem's legs are thick and mostly made out of connected boulders; this holds the weight and balance of the creature despite its shape. The head of the golem differs. Most golems are seen with featureless heads. Mostly just being a large stone in the rough shape of a face.&lt;br /&gt;
&lt;br /&gt;
In contrast, others have carved-out mouths and eyes holding the same motoric functions as real organic organs. The being can produce sounds despite lacking the organs to do so. Albeit only roars and groans when showing the be in an emotional state of anger or hurt. However, it is rumored that stone golems can produce speech or even communicate with one another despite these factual claims. &lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
Stone golems were first sighted in the northern mountain regions. This has now been classified as their region of origin. They move south to the Northern Vale, Heartlands, Hinterlands, and the Glade Of Dragons to avoid the cold. There are rare sightings of stone golems in the Delorwaki Savanna.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Like the sand golem, what drives these beings is unknown, as they seem to lay dormant for thousands of years, only to awaken spontaneously when someone is too close to their resting place. Stone golems seem to only thrive on combat, as when golems meet, they instantly clash to gain more power. When alone, the creature appears to be in a neutral state. Yet even in this state, they are quickly agitated and aggressive. &lt;br /&gt;
&lt;br /&gt;
Their aggression is targeted at other beings,d their environment, and their kind. Some mountains or small hills are speculated to be the outcome of a stone golem battle. After a long time, a stone golem may find a place to rest and bury itself in the earth, where it blends into the environment. Never to be discovered, allowing it to lay dormant again for over a thousand years. &lt;br /&gt;
&lt;br /&gt;
The heart of the golem is what moves them. Damaging these hearts gives them great pain. Destroying them causes them to crumble and lose their power. These hearts lay buried under the earth, eventually pulling the elements towards themselves to shape the body and start to move. If a stone golem's heart is not taken after its death, it will heal by unknown means and retake form after another long-dormant state. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
The power of the stone golem varies in its size. They can tear through forests and mountains and smash into other creatures, like killing a fly when agitated. They always hold the same shape, so it will look for it when losing a limb in battle or using other rock materials to regrow one back. This is seen as a form of healing for the stone golem. Their raw strength is a force to be reckoned with, and they can even use trees as weapons like the trolls. Killing them is a task that needs skill and tactics. Stone golems are observed to be dull creatures and cannot take multiple opponents at once. The only way to kill a golem seems to be to destroy its heart or sever all its limbs, taking away its ability to heal.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=5000</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=5000"/>
		<updated>2023-10-23T10:10:56Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* From Settlers to Nation-Builders: A Journey of Independence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Nazca Savith&lt;br /&gt;
&lt;br /&gt;
Lu Ayame&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the mortal experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature, Hunt and Gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor disagreement with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council refused Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political structure. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the start of a new nation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the main founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A New Era Dawns in Avalheim: Rebirth and Renewal ===&lt;br /&gt;
&lt;br /&gt;
For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.&lt;br /&gt;
&lt;br /&gt;
As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.&lt;br /&gt;
&lt;br /&gt;
During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.&lt;br /&gt;
&lt;br /&gt;
But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.&lt;br /&gt;
&lt;br /&gt;
The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.&lt;br /&gt;
&lt;br /&gt;
As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.&lt;br /&gt;
&lt;br /&gt;
The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.&lt;br /&gt;
&lt;br /&gt;
Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4935</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4935"/>
		<updated>2023-10-10T07:08:23Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Nazca Savith&lt;br /&gt;
&lt;br /&gt;
Lu Ayame&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the mortal experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature, Hunt and Gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A New Era Dawns in Avalheim: Rebirth and Renewal ===&lt;br /&gt;
&lt;br /&gt;
For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.&lt;br /&gt;
&lt;br /&gt;
As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.&lt;br /&gt;
&lt;br /&gt;
During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.&lt;br /&gt;
&lt;br /&gt;
But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.&lt;br /&gt;
&lt;br /&gt;
The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.&lt;br /&gt;
&lt;br /&gt;
As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.&lt;br /&gt;
&lt;br /&gt;
The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.&lt;br /&gt;
&lt;br /&gt;
Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4934</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4934"/>
		<updated>2023-10-10T07:05:45Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheistic Religion &lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature, the hunt, and the mother of the other gods/goddess, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt and gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature, the hunt ,and gods, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman with a spear and wolves by her side even often wearing a wooden crown or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits and Gods===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A vision of the Goddess of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the God of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conversely, the Goddess of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Other Gods==&lt;br /&gt;
Valka was the first god/goddess through the other gods such as Amara, Elara, Moros and, Aurorius is her children seen as lesser gods/goddesses. They all have their role within the world tree and take care of their part in the cycle of the world tree.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Love===&lt;br /&gt;
The Goddess of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals toward potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light. Thought she also tends to appear as a young woman often wearing red and white with her golden hair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Life and Fertility===&lt;br /&gt;
The Goddess of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim, but has also appeared as a motherly figure often seen wearing a soft smile and a helping hand for everyone to grab to get through life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===God of Greed and Death===&lt;br /&gt;
The God of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, and embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment. He is also known for taking the shape of an elderly man watching from afar waiting patiently. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
===God Of All-seeing===&lt;br /&gt;
Aurorius, the master of all-seeing and hearing, stands as the god of endowed with the celestial gift of perception. Positioned at the gates of Aeternus, he is the cosmic sentinel, witnessing the entirety of the World Tree's unfolding drama from its roots to the majestic crown. In the ethereal expanse, he discerns the cadence of every heartbeat and the tapestry of every event.&lt;br /&gt;
&lt;br /&gt;
Aurorius, the arbiter of worthiness, decides the fate of departed souls seeking entry into Aeternus, the City of the Gods. His manifestation often takes the form of a spectral wolf, a creature both cosmic and translucent, moving in a dance of celestial energies through he also sometimes appears as an older wise man. This spectral god is one of the children of the goddess Valka. He traverses the realms, observing every nuanced step and gesture, its cosmic gaze reporting back to the goddess.&lt;br /&gt;
&lt;br /&gt;
As the guardian of the celestial gates, Aurorius holds the key to Aeternus, determining the souls deemed worthy to traverse its ethereal thresholds. In his spiritual wolf form, he becomes a guide, escorting the proven souls into the sacred city where the goddess Valka and the other gods dwell.&lt;br /&gt;
&lt;br /&gt;
Yet, Aurorius is not merely a silent observer; he is the herald of destiny. When the cosmic gears align for the final battle, he stands poised at the gates, ready to unleash a resounding horn, echoing through the realms. This celestial call to arms marks the dawn of a climactic struggle, a manifestation of Aurorius' pivotal role in the grand cosmic saga.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many Minor Spirits also surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the other gods/goddesses too, while lesser spirits serve various roles throughout, connecting the world tree to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, as a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
==The World Tree: Silvanus==&lt;br /&gt;
At the epicenter of the northern spirit court's beliefs stands the colossal World Tree also known as Silvanus, its branches extending far into diverse realms and worlds.&lt;br /&gt;
&lt;br /&gt;
'''Eseron'''&lt;br /&gt;
Eseron, the realm of mortals, is perceived as the hub of existence for humanity. Nestled in the heart of the World Tree, it is the birthplace and dwelling of mortals.&lt;br /&gt;
&lt;br /&gt;
'''The Spiritual Realms'''&lt;br /&gt;
Aros, Aether, Kor, and Ignos constitute the sub-spiritual realms, each finding its place in the far-reaching branches of the World Tree. Mages draw upon these realms for their magical prowess, while demons and dark entities inhabit planes adjacent to these spiritual sub-realms.&lt;br /&gt;
&lt;br /&gt;
'''Tras Astra'''&lt;br /&gt;
The ethereal domain of gods and sprits alongside the goddess herself, Tras Astra is the eventual destination for all souls. At its zenith within the World Tree, the city of spirits, Aeternus,' is where Valka resides alongside countless departed souls. Proven souls find solace here, while the 'Forsaken' must endure banishment until they prove their worth. The enigmatic god Auroius watches over the gates of Aeternus, gifted with the ability to see and hear everything by Valka. The wilderness of Tras Astra harbors lurking demons, held at bay by the vigilant spirits and souls of mortals, though they await an apocalyptic end to besiege the city.&lt;br /&gt;
&lt;br /&gt;
'''Helheim'''&lt;br /&gt;
The dreaded realm of the damned, Helheim is the consequence of dying within withinTras Astra. A realm steeped in darkness, death, and decay, escape is fervently desired, yet the only exit lies at the world's end. Here, individuals must choose between aligning with demons or gods. Even this realm arent even reached by Moros and is in the roots of the World Tree.&lt;br /&gt;
&lt;br /&gt;
'''The Demonic Realms'''&lt;br /&gt;
&lt;br /&gt;
The Demonic Realms are a nightmarish tapestry woven from the shadows of malevolence and the echoes of eternal torment. Spread across the outermost branches of the World Tree, these dark domains pulsate with twisted energies, each realm a realm unto itself, governed by its malevolent lord.&lt;br /&gt;
&lt;br /&gt;
- '''Infernum Abyss'''&lt;br /&gt;
   The Infernum Abyss is a seething chasm of fire and brimstone ruled by the malevolent sovereign, Pyroclast the Infernal. It is a place where rivers of molten lava flow through jagged landscapes, and the air shimmers with suffocating heat. Pyroclast, a towering demon with skin aflame, commands legions of fire imps and tormentors who revel in the anguish of lost souls.&lt;br /&gt;
&lt;br /&gt;
-- '''Umbral Dominion'''&lt;br /&gt;
   The Umbral Dominion is a realm cloaked in perpetual darkness and ruled by Nocturnis, the Shadowlord. Here, shadows come alive, whispering nightmares to those unfortunate enough to wander into this abyss. Nocturnis, a spectral figure with piercing red eyes, commands legions of shadowy creatures that delight in sowing fear and despair.&lt;br /&gt;
&lt;br /&gt;
--- '''Abyssal Purgatory'''&lt;br /&gt;
   The Abyssal Purgatory is a desolate expanse ruled by Serrathrax, the Soul Devourer. In this realm, lost souls wander aimlessly, tormented by their past sins and regrets. Serrathrax, a grotesque demon with a maw that consumes souls, presides over an army of soul-hungry minions, forever seeking to increase his dark domain.&lt;br /&gt;
&lt;br /&gt;
---- '''Chaos Citadel'''&lt;br /&gt;
   The Chaos Citadel is a twisted fortress ruled by Malgorth the Chaotic, a demon of unpredictable and chaotic power. This realm is a maelstrom of ever-shifting landscapes, where reality itself seems to warp and fracture. Malgorth, a demonic entity with multiple shifting forms, commands an army of chaos-spawned monstrosities that revel in the unpredictability of their existence.&lt;br /&gt;
&lt;br /&gt;
These demonic realms are interconnected by unholy gateways, allowing demons to traverse between them as they please. The air is thick with malevolence, and the very fabric of reality is warped by the demonic influence. Those unfortunate souls who find themselves within these realms face a ceaseless onslaught of horrors, their fates forever entwined with the twisted machinations of the demonic lords who rule over these accursed domains.&lt;br /&gt;
&lt;br /&gt;
==The Demon Lords==&lt;br /&gt;
'''Pyroclast the Infernal'''&lt;br /&gt;
Pyroclast, the demonic sovereign of the Infernum Abyss, is a towering behemoth of pure, searing malevolence. His form is wreathed in perpetual flames, a manifestation of the inferno that courses through his demonic veins. Massive horns, blackened and twisted, crown his burning visage, and his eyes blaze with an otherworldly intensity. Pyroclast's demeanor is tyrannical and unforgiving, ruling over his fiery domain with an iron fist. He delights in the agony of souls consumed by his realm's unrelenting flames, and his demonic legions mirror his insatiable appetite for destruction.&lt;br /&gt;
&lt;br /&gt;
'''Nocturnis the Shadowlord'''&lt;br /&gt;
Nocturnis, ruler of the Umbral Dominion, is a spectral figure draped in eternal darkness. His form is a shifting silhouette of shadow and malevolence, with piercing crimson eyes that pierce through the perpetual gloom. Nocturnis' movements are elusive and unpredictable, mirroring the shadows he commands. He feeds on the fear and despair of those ensnared within his realm, reveling in the whispers of nightmares that echo through the obsidian landscapes. The minions of Nocturnis, born from the abyss, embody the very essence of fear.&lt;br /&gt;
&lt;br /&gt;
'''Serrathrax the Soul Devourer'''&lt;br /&gt;
Serrathrax, the grotesque ruler of the Abyssal Purgatory, is a monstrous entity with a cavernous maw that devours the essence of lost souls. His form is a twisted amalgamation of nightmare and remorse, with tendrils of spectral energy emanating from his malevolent core. Serrathrax's eyes gleam with a hunger for the suffering of tormented souls, and his presence induces an overwhelming sense of guilt and despair. The denizens of the Abyssal Purgatory, grotesque and spectral, serve their master in an unending quest for souls to consume.&lt;br /&gt;
&lt;br /&gt;
'''Malgorth the Chaotic'''&lt;br /&gt;
Malgorth, the Chaotic, ruler of the ever-shifting Chaos Citadel, is a demonic enigma with constantly morphing forms. His essence embodies chaos and unpredictability, making him a figure of maddening uncertainty. Malgorth's voice echoes with discordant tones, and his eyes gleam with the madness he bestows upon his domain. The creatures under Malgorth's command are ever-changing abominations, reflecting the capricious nature of their demonic lord. The Chaos Citadel itself is a surreal landscape, where reality bends and contorts with each passing moment.&lt;br /&gt;
&lt;br /&gt;
==Funeral, Afterlife &amp;amp; Marriage==&lt;br /&gt;
Funerals, Afterlife, and Marriages are all unique within the Northern Spirit Court&lt;br /&gt;
&lt;br /&gt;
===Funerals===&lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
===Afterlife===&lt;br /&gt;
Beyond mortal life, diverse afterlife paths await, contingent upon one's deeds and demise. Three destinations beckon: the Damned, the City of the gods Aeternus, or the Forsaken.&lt;br /&gt;
&lt;br /&gt;
**Damned:**&lt;br /&gt;
Reserved for those who have passed on, either as Forsaken or embraced within Aeternus, the Damned find their final rest at the base of the World Tree, Helheim. A place untouched by even Moros, it serves as the last resting ground, releasing its inhabitants only at the climactic battle between mortals, gods, and encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
**Forsaken:**&lt;br /&gt;
Angering Valka or failing to prove worth results in banishment from Aeternusfor the Forsaken. To earn a place within the city, one must demonstrate their worth in the sprawling landscape of Tras Astra; otherwise, they wander the vast expanse alone.&lt;br /&gt;
&lt;br /&gt;
**Aeternus:**&lt;br /&gt;
Appearing in Aeternus signifies a death in combat or a life dedicated to worshipping Valka. Respect, care, and adherence to ancient teachings secure a place in this sanctuary within Tras Astra, shielded from the intermittent incursions of demons but also to fight the final battle.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the mortal experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4933</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4933"/>
		<updated>2023-10-10T07:03:30Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheistic Religion &lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature, the hunt, and the mother of the other gods/goddess, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt and gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature, the hunt ,and gods, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman with a spear and wolves by her side even often wearing a wooden crown or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits and Gods===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A vision of the Goddess of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the God of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conversely, the Goddess of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Other Gods==&lt;br /&gt;
Valka was the first god/goddess through the other gods such as Amara, Elara, Moros and, Aurorius is her children seen as lesser gods/goddesses. They all have their role within the world tree and take care of their part in the cycle of the world tree.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Love===&lt;br /&gt;
The Goddess of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals toward potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light. Thought she also tends to appear as a young woman often wearing red and white with her golden hair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Life and Fertility===&lt;br /&gt;
The Goddess of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim, but has also appeared as a motherly figure often seen wearing a soft smile and a helping hand for everyone to grab to get through life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===God of Greed and Death===&lt;br /&gt;
The God of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, and embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment. He is also known for taking the shape of an elderly man watching from afar waiting patiently. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
===God Of All-seeing===&lt;br /&gt;
Aurorius, the master of all-seeing and hearing, stands as the god of endowed with the celestial gift of perception. Positioned at the gates of Aeternus, he is the cosmic sentinel, witnessing the entirety of the World Tree's unfolding drama from its roots to the majestic crown. In the ethereal expanse, he discerns the cadence of every heartbeat and the tapestry of every event.&lt;br /&gt;
&lt;br /&gt;
Aurorius, the arbiter of worthiness, decides the fate of departed souls seeking entry into Aeternus, the City of the Gods. His manifestation often takes the form of a spectral wolf, a creature both cosmic and translucent, moving in a dance of celestial energies through he also sometimes appears as an older wise man. This spectral god is one of the children of the goddess Valka. He traverses the realms, observing every nuanced step and gesture, its cosmic gaze reporting back to the goddess.&lt;br /&gt;
&lt;br /&gt;
As the guardian of the celestial gates, Aurorius holds the key to Aeternus, determining the souls deemed worthy to traverse its ethereal thresholds. In his spiritual wolf form, he becomes a guide, escorting the proven souls into the sacred city where the goddess Valka and the other gods dwell.&lt;br /&gt;
&lt;br /&gt;
Yet, Aurorius is not merely a silent observer; he is the herald of destiny. When the cosmic gears align for the final battle, he stands poised at the gates, ready to unleash a resounding horn, echoing through the realms. This celestial call to arms marks the dawn of a climactic struggle, a manifestation of Aurorius' pivotal role in the grand cosmic saga.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many Minor Spirits also surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the other gods/goddesses too, while lesser spirits serve various roles throughout, connecting the world tree to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, as a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
==The World Tree: Silvanus==&lt;br /&gt;
At the epicenter of the northern spirit court's beliefs stands the colossal World Tree also known as Silvanus, its branches extending far into diverse realms and worlds.&lt;br /&gt;
&lt;br /&gt;
'''Eseron'''&lt;br /&gt;
Eseron, the realm of mortals, is perceived as the hub of existence for humanity. Nestled in the heart of the World Tree, it is the birthplace and dwelling of mortals.&lt;br /&gt;
&lt;br /&gt;
'''The Spiritual Realms'''&lt;br /&gt;
Aros, Aether, Kor, and Ignos constitute the sub-spiritual realms, each finding its place in the far-reaching branches of the World Tree. Mages draw upon these realms for their magical prowess, while demons and dark entities inhabit planes adjacent to these spiritual sub-realms.&lt;br /&gt;
&lt;br /&gt;
'''Tras Astra'''&lt;br /&gt;
The ethereal domain of gods and sprits alongside the goddess herself, Tras Astra is the eventual destination for all souls. At its zenith within the World Tree, the city of spirits, Aeternus,' is where Valka resides alongside countless departed souls. Proven souls find solace here, while the 'Forsaken' must endure banishment until they prove their worth. The enigmatic god Auroius watches over the gates of Aeternus, gifted with the ability to see and hear everything by Valka. The wilderness of Tras Astra harbors lurking demons, held at bay by the vigilant spirits and souls of mortals, though they await an apocalyptic end to besiege the city.&lt;br /&gt;
&lt;br /&gt;
'''Helheim'''&lt;br /&gt;
The dreaded realm of the damned, Helheim is the consequence of dying within withinTras Astra. A realm steeped in darkness, death, and decay, escape is fervently desired, yet the only exit lies at the world's end. Here, individuals must choose between aligning with demons or gods. Even this realm arent even reached by Moros and is in the roots of the World Tree.&lt;br /&gt;
&lt;br /&gt;
'''The Demonic Realms'''&lt;br /&gt;
&lt;br /&gt;
The Demonic Realms are a nightmarish tapestry woven from the shadows of malevolence and the echoes of eternal torment. Spread across the outermost branches of the World Tree, these dark domains pulsate with twisted energies, each realm a realm unto itself, governed by its malevolent lord.&lt;br /&gt;
&lt;br /&gt;
- '''Infernum Abyss'''&lt;br /&gt;
   The Infernum Abyss is a seething chasm of fire and brimstone ruled by the malevolent sovereign, Pyroclast the Infernal. It is a place where rivers of molten lava flow through jagged landscapes, and the air shimmers with suffocating heat. Pyroclast, a towering demon with skin aflame, commands legions of fire imps and tormentors who revel in the anguish of lost souls.&lt;br /&gt;
&lt;br /&gt;
-- '''Umbral Dominion'''&lt;br /&gt;
   The Umbral Dominion is a realm cloaked in perpetual darkness and ruled by Nocturnis, the Shadowlord. Here, shadows come alive, whispering nightmares to those unfortunate enough to wander into this abyss. Nocturnis, a spectral figure with piercing red eyes, commands legions of shadowy creatures that delight in sowing fear and despair.&lt;br /&gt;
&lt;br /&gt;
--- '''Abyssal Purgatory'''&lt;br /&gt;
   The Abyssal Purgatory is a desolate expanse ruled by Serrathrax, the Soul Devourer. In this realm, lost souls wander aimlessly, tormented by their past sins and regrets. Serrathrax, a grotesque demon with a maw that consumes souls, presides over an army of soul-hungry minions, forever seeking to increase his dark domain.&lt;br /&gt;
&lt;br /&gt;
---- '''Chaos Citadel'''&lt;br /&gt;
   The Chaos Citadel is a twisted fortress ruled by Malgorth the Chaotic, a demon of unpredictable and chaotic power. This realm is a maelstrom of ever-shifting landscapes, where reality itself seems to warp and fracture. Malgorth, a demonic entity with multiple shifting forms, commands an army of chaos-spawned monstrosities that revel in the unpredictability of their existence.&lt;br /&gt;
&lt;br /&gt;
These demonic realms are interconnected by unholy gateways, allowing demons to traverse between them as they please. The air is thick with malevolence, and the very fabric of reality is warped by the demonic influence. Those unfortunate souls who find themselves within these realms face a ceaseless onslaught of horrors, their fates forever entwined with the twisted machinations of the demonic lords who rule over these accursed domains.&lt;br /&gt;
&lt;br /&gt;
==The Demon Lords==&lt;br /&gt;
'''Pyroclast the Infernal'''&lt;br /&gt;
Pyroclast, the demonic sovereign of the Infernum Abyss, is a towering behemoth of pure, searing malevolence. His form is wreathed in perpetual flames, a manifestation of the inferno that courses through his demonic veins. Massive horns, blackened and twisted, crown his burning visage, and his eyes blaze with an otherworldly intensity. Pyroclast's demeanor is tyrannical and unforgiving, ruling over his fiery domain with an iron fist. He delights in the agony of souls consumed by his realm's unrelenting flames, and his demonic legions mirror his insatiable appetite for destruction.&lt;br /&gt;
&lt;br /&gt;
'''Nocturnis the Shadowlord'''&lt;br /&gt;
Nocturnis, ruler of the Umbral Dominion, is a spectral figure draped in eternal darkness. His form is a shifting silhouette of shadow and malevolence, with piercing crimson eyes that pierce through the perpetual gloom. Nocturnis' movements are elusive and unpredictable, mirroring the shadows he commands. He feeds on the fear and despair of those ensnared within his realm, reveling in the whispers of nightmares that echo through the obsidian landscapes. The minions of Nocturnis, born from the abyss, embody the very essence of fear.&lt;br /&gt;
&lt;br /&gt;
'''Serrathrax the Soul Devourer'''&lt;br /&gt;
Serrathrax, the grotesque ruler of the Abyssal Purgatory, is a monstrous entity with a cavernous maw that devours the essence of lost souls. His form is a twisted amalgamation of nightmare and remorse, with tendrils of spectral energy emanating from his malevolent core. Serrathrax's eyes gleam with a hunger for the suffering of tormented souls, and his presence induces an overwhelming sense of guilt and despair. The denizens of the Abyssal Purgatory, grotesque and spectral, serve their master in an unending quest for souls to consume.&lt;br /&gt;
&lt;br /&gt;
'''Malgorth the Chaotic'''&lt;br /&gt;
Malgorth, the Chaotic, ruler of the ever-shifting Chaos Citadel, is a demonic enigma with constantly morphing forms. His essence embodies chaos and unpredictability, making him a figure of maddening uncertainty. Malgorth's voice echoes with discordant tones, and his eyes gleam with the madness he bestows upon his domain. The creatures under Malgorth's command are ever-changing abominations, reflecting the capricious nature of their demonic lord. The Chaos Citadel itself is a surreal landscape, where reality bends and contorts with each passing moment.&lt;br /&gt;
&lt;br /&gt;
==Funeral, Afterlife &amp;amp; Marriage==&lt;br /&gt;
Funerals, Afterlife, and Marriages are all unique within the Northern Spirit Court&lt;br /&gt;
&lt;br /&gt;
===Funerals===&lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
===Afterlife===&lt;br /&gt;
Beyond mortal life, diverse afterlife paths await, contingent upon one's deeds and demise. Three destinations beckon: the Damned, the City of the gods Aeternus, or the Forsaken.&lt;br /&gt;
&lt;br /&gt;
**Damned:**&lt;br /&gt;
Reserved for those who have passed on, either as Forsaken or embraced within Aeternus, the Damned find their final rest at the base of the World Tree, Helheim. A place untouched by even Moros, it serves as the last resting ground, releasing its inhabitants only at the climactic battle between mortals, gods, and encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
**Forsaken:**&lt;br /&gt;
Angering Valka or failing to prove worth results in banishment from Aeternusfor the Forsaken. To earn a place within the city, one must demonstrate their worth in the sprawling landscape of Tras Astra; otherwise, they wander the vast expanse alone.&lt;br /&gt;
&lt;br /&gt;
**Aeternus:**&lt;br /&gt;
Appearing in Aeternus signifies a death in combat or a life dedicated to worshipping Valka. Respect, care, and adherence to ancient teachings secure a place in this sanctuary within Tras Astra, shielded from the intermittent incursions of demons but also to fight the final battle.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the human experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4932</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4932"/>
		<updated>2023-10-10T07:03:02Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheistic Religion &lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature, the hunt, and the mother of the other gods/goddess, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt and gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature, the hunt ,and gods, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman with a spear and wolves by her side even often wearing a wooden crown or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits and Gods===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A vision of the Goddess of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the God of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conversely, the Goddess of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Other Gods==&lt;br /&gt;
Valka was the first god/goddess through the other gods such as Amara, Elara, Moros and, Aurorius is her children seen as lesser gods/goddesses. They all have their role within the world tree and take care of their part in the cycle of the world tree.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Love===&lt;br /&gt;
The Goddess of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals toward potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light. Thought she also tends to appear as a young woman often wearing red and white with her golden hair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Life and Fertility===&lt;br /&gt;
The Goddess of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim, but has also appeared as a motherly figure often seen wearing a soft smile and a helping hand for everyone to grab to get through life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===God of Greed and Death===&lt;br /&gt;
The God of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, and embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment. He is also known for taking the shape of an elderly man watching from afar waiting patiently. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
===God Of All-seeing===&lt;br /&gt;
Aurorius, the master of all-seeing and hearing, stands as the god of endowed with the celestial gift of perception. Positioned at the gates of Aeternus, he is the cosmic sentinel, witnessing the entirety of the World Tree's unfolding drama from its roots to the majestic crown. In the ethereal expanse, he discerns the cadence of every heartbeat and the tapestry of every event.&lt;br /&gt;
&lt;br /&gt;
Aurorius, the arbiter of worthiness, decides the fate of departed souls seeking entry into Aeternus, the City of the Gods. His manifestation often takes the form of a spectral wolf, a creature both cosmic and translucent, moving in a dance of celestial energies through he also sometimes appears as an older wise man. This spectral god is one of the children of the goddess Valka. He traverses the realms, observing every nuanced step and gesture, its cosmic gaze reporting back to the goddess.&lt;br /&gt;
&lt;br /&gt;
As the guardian of the celestial gates, Aurorius holds the key to Aeternus, determining the souls deemed worthy to traverse its ethereal thresholds. In his spiritual wolf form, he becomes a guide, escorting the proven souls into the sacred city where the goddess Valka and the other gods dwell.&lt;br /&gt;
&lt;br /&gt;
Yet, Aurorius is not merely a silent observer; he is the herald of destiny. When the cosmic gears align for the final battle, he stands poised at the gates, ready to unleash a resounding horn, echoing through the realms. This celestial call to arms marks the dawn of a climactic struggle, a manifestation of Aurorius' pivotal role in the grand cosmic saga.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many Minor Spirits also surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the other gods/goddesses too, while lesser spirits serve various roles throughout, connecting the world tree to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, as a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
==The World Tree: Silvanus==&lt;br /&gt;
At the epicenter of the northern spirit court's beliefs stands the colossal World Tree also known as Silvanus, its branches extending far into diverse realms and worlds.&lt;br /&gt;
&lt;br /&gt;
'''Eseron'''&lt;br /&gt;
Eseron, the realm of mortals, is perceived as the hub of existence for humanity. Nestled in the heart of the World Tree, it is the birthplace and dwelling of mortals.&lt;br /&gt;
&lt;br /&gt;
'''The Spiritual Realms'''&lt;br /&gt;
Aros, Aether, Kor, and Ignos constitute the sub-spiritual realms, each finding its place in the far-reaching branches of the World Tree. Mages draw upon these realms for their magical prowess, while demons and dark entities inhabit planes adjacent to these spiritual sub-realms.&lt;br /&gt;
&lt;br /&gt;
'''Tras Astra'''&lt;br /&gt;
The ethereal domain of gods and sprits alongside the goddess herself, Tras Astra is the eventual destination for all souls. At its zenith within the World Tree, the city of spirits, Aeternus,' is where Valka resides alongside countless departed souls. Proven souls find solace here, while the 'Forsaken' must endure banishment until they prove their worth. The enigmatic god Auroius watches over the gates of Aeternus, gifted with the ability to see and hear everything by Valka. The wilderness of Tras Astra harbors lurking demons, held at bay by the vigilant spirits and souls of mortals, though they await an apocalyptic end to besiege the city.&lt;br /&gt;
&lt;br /&gt;
'''Helheim'''&lt;br /&gt;
The dreaded realm of the damned, Helheim is the consequence of dying within withinTras Astra. A realm steeped in darkness, death, and decay, escape is fervently desired, yet the only exit lies at the world's end. Here, individuals must choose between aligning with demons or gods. Even this realm arent even reached by Moros and is in the roots of the World Tree.&lt;br /&gt;
&lt;br /&gt;
'''The Demonic Realms'''&lt;br /&gt;
&lt;br /&gt;
The Demonic Realms are a nightmarish tapestry woven from the shadows of malevolence and the echoes of eternal torment. Spread across the outermost branches of the World Tree, these dark domains pulsate with twisted energies, each realm a realm unto itself, governed by its malevolent lord.&lt;br /&gt;
&lt;br /&gt;
- '''Infernum Abyss'''&lt;br /&gt;
   The Infernum Abyss is a seething chasm of fire and brimstone ruled by the malevolent sovereign, Pyroclast the Infernal. It is a place where rivers of molten lava flow through jagged landscapes, and the air shimmers with suffocating heat. Pyroclast, a towering demon with skin aflame, commands legions of fire imps and tormentors who revel in the anguish of lost souls.&lt;br /&gt;
&lt;br /&gt;
-- '''Umbral Dominion'''&lt;br /&gt;
   The Umbral Dominion is a realm cloaked in perpetual darkness and ruled by Nocturnis, the Shadowlord. Here, shadows come alive, whispering nightmares to those unfortunate enough to wander into this abyss. Nocturnis, a spectral figure with piercing red eyes, commands legions of shadowy creatures that delight in sowing fear and despair.&lt;br /&gt;
&lt;br /&gt;
--- '''Abyssal Purgatory'''&lt;br /&gt;
   The Abyssal Purgatory is a desolate expanse ruled by Serrathrax, the Soul Devourer. In this realm, lost souls wander aimlessly, tormented by their past sins and regrets. Serrathrax, a grotesque demon with a maw that consumes souls, presides over an army of soul-hungry minions, forever seeking to increase his dark domain.&lt;br /&gt;
&lt;br /&gt;
---- '''Chaos Citadel'''&lt;br /&gt;
   The Chaos Citadel is a twisted fortress ruled by Malgorth the Chaotic, a demon of unpredictable and chaotic power. This realm is a maelstrom of ever-shifting landscapes, where reality itself seems to warp and fracture. Malgorth, a demonic entity with multiple shifting forms, commands an army of chaos-spawned monstrosities that revel in the unpredictability of their existence.&lt;br /&gt;
&lt;br /&gt;
These demonic realms are interconnected by unholy gateways, allowing demons to traverse between them as they please. The air is thick with malevolence, and the very fabric of reality is warped by the demonic influence. Those unfortunate souls who find themselves within these realms face a ceaseless onslaught of horrors, their fates forever entwined with the twisted machinations of the demonic lords who rule over these accursed domains.&lt;br /&gt;
&lt;br /&gt;
==The Demon Lords==&lt;br /&gt;
'''Pyroclast the Infernal'''&lt;br /&gt;
Pyroclast, the demonic sovereign of the Infernum Abyss, is a towering behemoth of pure, searing malevolence. His form is wreathed in perpetual flames, a manifestation of the inferno that courses through his demonic veins. Massive horns, blackened and twisted, crown his burning visage, and his eyes blaze with an otherworldly intensity. Pyroclast's demeanor is tyrannical and unforgiving, ruling over his fiery domain with an iron fist. He delights in the agony of souls consumed by his realm's unrelenting flames, and his demonic legions mirror his insatiable appetite for destruction.&lt;br /&gt;
&lt;br /&gt;
'''Nocturnis the Shadowlord'''&lt;br /&gt;
Nocturnis, ruler of the Umbral Dominion, is a spectral figure draped in eternal darkness. His form is a shifting silhouette of shadow and malevolence, with piercing crimson eyes that pierce through the perpetual gloom. Nocturnis' movements are elusive and unpredictable, mirroring the shadows he commands. He feeds on the fear and despair of those ensnared within his realm, reveling in the whispers of nightmares that echo through the obsidian landscapes. The minions of Nocturnis, born from the abyss, embody the very essence of fear.&lt;br /&gt;
&lt;br /&gt;
'''Serrathrax the Soul Devourer'''&lt;br /&gt;
Serrathrax, the grotesque ruler of the Abyssal Purgatory, is a monstrous entity with a cavernous maw that devours the essence of lost souls. His form is a twisted amalgamation of nightmare and remorse, with tendrils of spectral energy emanating from his malevolent core. Serrathrax's eyes gleam with a hunger for the suffering of tormented souls, and his presence induces an overwhelming sense of guilt and despair. The denizens of the Abyssal Purgatory, grotesque and spectral, serve their master in an unending quest for souls to consume.&lt;br /&gt;
&lt;br /&gt;
'''Malgorth the Chaotic'''&lt;br /&gt;
Malgorth, the Chaotic, ruler of the ever-shifting Chaos Citadel, is a demonic enigma with constantly morphing forms. His essence embodies chaos and unpredictability, making him a figure of maddening uncertainty. Malgorth's voice echoes with discordant tones, and his eyes gleam with the madness he bestows upon his domain. The creatures under Malgorth's command are ever-changing abominations, reflecting the capricious nature of their demonic lord. The Chaos Citadel itself is a surreal landscape, where reality bends and contorts with each passing moment.&lt;br /&gt;
&lt;br /&gt;
==Funeral, Afterlife &amp;amp; Marriage==&lt;br /&gt;
Funerals, Afterlife and Marriages are all unique within the Northern Spirit Court&lt;br /&gt;
&lt;br /&gt;
===Funerals==&lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
===Afterlife===&lt;br /&gt;
Beyond mortal life, diverse afterlife paths await, contingent upon one's deeds and demise. Three destinations beckon: the Damned, the City of the gods Aeternus, or the Forsaken.&lt;br /&gt;
&lt;br /&gt;
**Damned:**&lt;br /&gt;
Reserved for those who have passed on, either as Forsaken or embraced within Aeternus, the Damned find their final rest at the base of the World Tree, Helheim. A place untouched by even Moros, it serves as the last resting ground, releasing its inhabitants only at the climactic battle between mortals, gods, and encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
**Forsaken:**&lt;br /&gt;
Angering Valka or failing to prove worth results in banishment from Aeternusfor the Forsaken. To earn a place within the city, one must demonstrate their worth in the sprawling landscape of Tras Astra; otherwise, they wander the vast expanse alone.&lt;br /&gt;
&lt;br /&gt;
**Aeternus:**&lt;br /&gt;
Appearing in Aeternus signifies a death in combat or a life dedicated to worshipping Valka. Respect, care, and adherence to ancient teachings secure a place in this sanctuary within Tras Astra, shielded from the intermittent incursions of demons but also to fight the final battle.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the human experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4931</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4931"/>
		<updated>2023-10-10T07:01:50Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheistic Religion &lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature, the hunt, and the mother of the other gods/goddess, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt and gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature, the hunt ,and gods, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman with a spear and wolves by her side even often wearing a wooden crown or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits and Gods===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A vision of the Goddess of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the God of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conversely, the Goddess of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Other Gods==&lt;br /&gt;
Valka was the first god/goddess through the other gods such as Amara, Elara, Moros and, Aurorius is her children seen as lesser gods/goddesses. They all have their role within the world tree and take care of their part in the cycle of the world tree.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Love===&lt;br /&gt;
The Goddess of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals toward potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light. Thought she also tends to appear as a young woman often wearing red and white with her golden hair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Life and Fertility===&lt;br /&gt;
The Goddess of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim, but has also appeared as a motherly figure often seen wearing a soft smile and a helping hand for everyone to grab to get through life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===God of Greed and Death===&lt;br /&gt;
The God of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, and embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment. He is also known for taking the shape of an elderly man watching from afar waiting patiently. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
===God Of All-seeing===&lt;br /&gt;
Aurorius, the master of all-seeing and hearing, stands as the god of endowed with the celestial gift of perception. Positioned at the gates of Aeternus, he is the cosmic sentinel, witnessing the entirety of the World Tree's unfolding drama from its roots to the majestic crown. In the ethereal expanse, he discerns the cadence of every heartbeat and the tapestry of every event.&lt;br /&gt;
&lt;br /&gt;
Aurorius, the arbiter of worthiness, decides the fate of departed souls seeking entry into Aeternus, the City of the Gods. His manifestation often takes the form of a spectral wolf, a creature both cosmic and translucent, moving in a dance of celestial energies through he also sometimes appears as an older wise man. This spectral god is one of the children of the goddess Valka. He traverses the realms, observing every nuanced step and gesture, its cosmic gaze reporting back to the goddess.&lt;br /&gt;
&lt;br /&gt;
As the guardian of the celestial gates, Aurorius holds the key to Aeternus, determining the souls deemed worthy to traverse its ethereal thresholds. In his spiritual wolf form, he becomes a guide, escorting the proven souls into the sacred city where the goddess Valka and the other gods dwell.&lt;br /&gt;
&lt;br /&gt;
Yet, Aurorius is not merely a silent observer; he is the herald of destiny. When the cosmic gears align for the final battle, he stands poised at the gates, ready to unleash a resounding horn, echoing through the realms. This celestial call to arms marks the dawn of a climactic struggle, a manifestation of Aurorius' pivotal role in the grand cosmic saga.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many Minor Spirits also surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the other gods/goddesses too, while lesser spirits serve various roles throughout, connecting the world tree to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, as a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
==The World Tree: Silvanus==&lt;br /&gt;
At the epicenter of the northern spirit court's beliefs stands the colossal World Tree also known as Silvanus, its branches extending far into diverse realms and worlds.&lt;br /&gt;
&lt;br /&gt;
'''Eseron'''&lt;br /&gt;
Eseron, the realm of mortals, is perceived as the hub of existence for humanity. Nestled in the heart of the World Tree, it is the birthplace and dwelling of mortals.&lt;br /&gt;
&lt;br /&gt;
'''The Spiritual Realms'''&lt;br /&gt;
Aros, Aether, Kor, and Ignos constitute the sub-spiritual realms, each finding its place in the far-reaching branches of the World Tree. Mages draw upon these realms for their magical prowess, while demons and dark entities inhabit planes adjacent to these spiritual sub-realms.&lt;br /&gt;
&lt;br /&gt;
'''Tras Astra'''&lt;br /&gt;
The ethereal domain of gods and sprits alongside the goddess herself, Tras Astra is the eventual destination for all souls. At its zenith within the World Tree, the city of spirits, Aeternus,' is where Valka resides alongside countless departed souls. Proven souls find solace here, while the 'Forsaken' must endure banishment until they prove their worth. The enigmatic god Auroius watches over the gates of Aeternus, gifted with the ability to see and hear everything by Valka. The wilderness of Tras Astra harbors lurking demons, held at bay by the vigilant spirits and souls of mortals, though they await an apocalyptic end to besiege the city.&lt;br /&gt;
&lt;br /&gt;
'''Helheim'''&lt;br /&gt;
The dreaded realm of the damned, Helheim is the consequence of dying within withinTras Astra. A realm steeped in darkness, death, and decay, escape is fervently desired, yet the only exit lies at the world's end. Here, individuals must choose between aligning with demons or gods. Even this realm arent even reached by Moros and is in the roots of the World Tree.&lt;br /&gt;
&lt;br /&gt;
'''The Demonic Realms'''&lt;br /&gt;
&lt;br /&gt;
The Demonic Realms are a nightmarish tapestry woven from the shadows of malevolence and the echoes of eternal torment. Spread across the outermost branches of the World Tree, these dark domains pulsate with twisted energies, each realm a realm unto itself, governed by its malevolent lord.&lt;br /&gt;
&lt;br /&gt;
- '''Infernum Abyss'''&lt;br /&gt;
   The Infernum Abyss is a seething chasm of fire and brimstone ruled by the malevolent sovereign, Pyroclast the Infernal. It is a place where rivers of molten lava flow through jagged landscapes, and the air shimmers with suffocating heat. Pyroclast, a towering demon with skin aflame, commands legions of fire imps and tormentors who revel in the anguish of lost souls.&lt;br /&gt;
&lt;br /&gt;
-- '''Umbral Dominion'''&lt;br /&gt;
   The Umbral Dominion is a realm cloaked in perpetual darkness and ruled by Nocturnis, the Shadowlord. Here, shadows come alive, whispering nightmares to those unfortunate enough to wander into this abyss. Nocturnis, a spectral figure with piercing red eyes, commands legions of shadowy creatures that delight in sowing fear and despair.&lt;br /&gt;
&lt;br /&gt;
--- '''Abyssal Purgatory'''&lt;br /&gt;
   The Abyssal Purgatory is a desolate expanse ruled by Serrathrax, the Soul Devourer. In this realm, lost souls wander aimlessly, tormented by their past sins and regrets. Serrathrax, a grotesque demon with a maw that consumes souls, presides over an army of soul-hungry minions, forever seeking to increase his dark domain.&lt;br /&gt;
&lt;br /&gt;
---- '''Chaos Citadel'''&lt;br /&gt;
   The Chaos Citadel is a twisted fortress ruled by Malgorth the Chaotic, a demon of unpredictable and chaotic power. This realm is a maelstrom of ever-shifting landscapes, where reality itself seems to warp and fracture. Malgorth, a demonic entity with multiple shifting forms, commands an army of chaos-spawned monstrosities that revel in the unpredictability of their existence.&lt;br /&gt;
&lt;br /&gt;
These demonic realms are interconnected by unholy gateways, allowing demons to traverse between them as they please. The air is thick with malevolence, and the very fabric of reality is warped by the demonic influence. Those unfortunate souls who find themselves within these realms face a ceaseless onslaught of horrors, their fates forever entwined with the twisted machinations of the demonic lords who rule over these accursed domains.&lt;br /&gt;
&lt;br /&gt;
==The Demon Lords==&lt;br /&gt;
'''Pyroclast the Infernal'''&lt;br /&gt;
Pyroclast, the demonic sovereign of the Infernum Abyss, is a towering behemoth of pure, searing malevolence. His form is wreathed in perpetual flames, a manifestation of the inferno that courses through his demonic veins. Massive horns, blackened and twisted, crown his burning visage, and his eyes blaze with an otherworldly intensity. Pyroclast's demeanor is tyrannical and unforgiving, ruling over his fiery domain with an iron fist. He delights in the agony of souls consumed by his realm's unrelenting flames, and his demonic legions mirror his insatiable appetite for destruction.&lt;br /&gt;
&lt;br /&gt;
'''Nocturnis the Shadowlord'''&lt;br /&gt;
Nocturnis, ruler of the Umbral Dominion, is a spectral figure draped in eternal darkness. His form is a shifting silhouette of shadow and malevolence, with piercing crimson eyes that pierce through the perpetual gloom. Nocturnis' movements are elusive and unpredictable, mirroring the shadows he commands. He feeds on the fear and despair of those ensnared within his realm, reveling in the whispers of nightmares that echo through the obsidian landscapes. The minions of Nocturnis, born from the abyss, embody the very essence of fear.&lt;br /&gt;
&lt;br /&gt;
'''Serrathrax the Soul Devourer'''&lt;br /&gt;
Serrathrax, the grotesque ruler of the Abyssal Purgatory, is a monstrous entity with a cavernous maw that devours the essence of lost souls. His form is a twisted amalgamation of nightmare and remorse, with tendrils of spectral energy emanating from his malevolent core. Serrathrax's eyes gleam with a hunger for the suffering of tormented souls, and his presence induces an overwhelming sense of guilt and despair. The denizens of the Abyssal Purgatory, grotesque and spectral, serve their master in an unending quest for souls to consume.&lt;br /&gt;
&lt;br /&gt;
'''Malgorth the Chaotic'''&lt;br /&gt;
Malgorth, the Chaotic, ruler of the ever-shifting Chaos Citadel, is a demonic enigma with constantly morphing forms. His essence embodies chaos and unpredictability, making him a figure of maddening uncertainty. Malgorth's voice echoes with discordant tones, and his eyes gleam with the madness he bestows upon his domain. The creatures under Malgorth's command are ever-changing abominations, reflecting the capricious nature of their demonic lord. The Chaos Citadel itself is a surreal landscape, where reality bends and contorts with each passing moment.&lt;br /&gt;
&lt;br /&gt;
==Funeral, Afterlife &amp;amp; Marriage==&lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
===Afterlife===&lt;br /&gt;
Beyond mortal life, diverse afterlife paths await, contingent upon one's deeds and demise. Three destinations beckon: the Damned, the City of the gods Aeternus, or the Forsaken.&lt;br /&gt;
&lt;br /&gt;
**Damned:**&lt;br /&gt;
Reserved for those who have passed on, either as Forsaken or embraced within Aeternus, the Damned find their final rest at the base of the World Tree, Helheim. A place untouched by even Moros, it serves as the last resting ground, releasing its inhabitants only at the climactic battle between mortals, gods, and encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
**Forsaken:**&lt;br /&gt;
Angering Valka or failing to prove worth results in banishment from Aeternusfor the Forsaken. To earn a place within the city, one must demonstrate their worth in the sprawling landscape of Tras Astra; otherwise, they wander the vast expanse alone.&lt;br /&gt;
&lt;br /&gt;
**Aeternus:**&lt;br /&gt;
Appearing in Aeternus signifies a death in combat or a life dedicated to worshipping Valka. Respect, care, and adherence to ancient teachings secure a place in this sanctuary within Tras Astra, shielded from the intermittent incursions of demons but also to fight the final battle.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the human experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4930</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4930"/>
		<updated>2023-10-10T07:00:41Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheistic Religion &lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature, the hunt, and the mother of the other gods/goddess, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt and gods, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature, the hunt ,and gods, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman with a spear and wolves by her side even often wearing a wooden crown or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits and Gods===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A vision of the Goddess of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the God of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Conversely, the Goddess of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Other Gods==&lt;br /&gt;
Valka was the first god/goddess through the other gods such as Amara, Elara, Moros and, Aurorius is her children seen as lesser gods/goddesses. They all have their role within the world tree and take care of their part in the cycle of the world tree.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Love===&lt;br /&gt;
The Goddess of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals toward potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light. Thought she also tends to appear as a young woman often wearing red and white with her golden hair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Goddess of Life and Fertility===&lt;br /&gt;
The Goddess of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim, but has also appeared as a motherly figure often seen wearing a soft smile and a helping hand for everyone to grab to get through life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===God of Greed and Death===&lt;br /&gt;
The God of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, and embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment. He is also known for taking the shape of an elderly man watching from afar waiting patiently. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
===God Of All-seeing===&lt;br /&gt;
Aurorius, the master of all-seeing and hearing, stands as the god of endowed with the celestial gift of perception. Positioned at the gates of Aeternus, he is the cosmic sentinel, witnessing the entirety of the World Tree's unfolding drama from its roots to the majestic crown. In the ethereal expanse, he discerns the cadence of every heartbeat and the tapestry of every event.&lt;br /&gt;
&lt;br /&gt;
Aurorius, the arbiter of worthiness, decides the fate of departed souls seeking entry into Aeternus, the City of the Gods. His manifestation often takes the form of a spectral wolf, a creature both cosmic and translucent, moving in a dance of celestial energies through he also sometimes appears as an older wise man. This spectral god is one of the children of the goddess Valka. He traverses the realms, observing every nuanced step and gesture, its cosmic gaze reporting back to the goddess.&lt;br /&gt;
&lt;br /&gt;
As the guardian of the celestial gates, Aurorius holds the key to Aeternus, determining the souls deemed worthy to traverse its ethereal thresholds. In his spiritual wolf form, he becomes a guide, escorting the proven souls into the sacred city where the goddess Valka and the other gods dwell.&lt;br /&gt;
&lt;br /&gt;
Yet, Aurorius is not merely a silent observer; he is the herald of destiny. When the cosmic gears align for the final battle, he stands poised at the gates, ready to unleash a resounding horn, echoing through the realms. This celestial call to arms marks the dawn of a climactic struggle, a manifestation of Aurorius' pivotal role in the grand cosmic saga.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many Minor Spirits also surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the other gods/goddesses too, while lesser spirits serve various roles throughout, connecting the world tree to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, as a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
===The World Tree: Silvanus===&lt;br /&gt;
At the epicenter of the northern spirit court's beliefs stands the colossal World Tree also known as Silvanus, its branches extending far into diverse realms and worlds.&lt;br /&gt;
&lt;br /&gt;
'''Eseron'''&lt;br /&gt;
Eseron, the realm of mortals, is perceived as the hub of existence for humanity. Nestled in the heart of the World Tree, it is the birthplace and dwelling of mortals.&lt;br /&gt;
&lt;br /&gt;
'''The Spiritual Realms'''&lt;br /&gt;
Aros, Aether, Kor, and Ignos constitute the sub-spiritual realms, each finding its place in the far-reaching branches of the World Tree. Mages draw upon these realms for their magical prowess, while demons and dark entities inhabit planes adjacent to these spiritual sub-realms.&lt;br /&gt;
&lt;br /&gt;
'''Tras Astra'''&lt;br /&gt;
The ethereal domain of gods and sprits alongside the goddess herself, Tras Astra is the eventual destination for all souls. At its zenith within the World Tree, the city of spirits, Aeternus,' is where Valka resides alongside countless departed souls. Proven souls find solace here, while the 'Forsaken' must endure banishment until they prove their worth. The enigmatic god Auroius watches over the gates of Aeternus, gifted with the ability to see and hear everything by Valka. The wilderness of Tras Astra harbors lurking demons, held at bay by the vigilant spirits and souls of mortals, though they await an apocalyptic end to besiege the city.&lt;br /&gt;
&lt;br /&gt;
'''Helheim'''&lt;br /&gt;
The dreaded realm of the damned, Helheim is the consequence of dying within withinTras Astra. A realm steeped in darkness, death, and decay, escape is fervently desired, yet the only exit lies at the world's end. Here, individuals must choose between aligning with demons or gods. Even this realm arent even reached by Moros and is in the roots of the World Tree.&lt;br /&gt;
&lt;br /&gt;
'''The Demonic Realms'''&lt;br /&gt;
&lt;br /&gt;
The Demonic Realms are a nightmarish tapestry woven from the shadows of malevolence and the echoes of eternal torment. Spread across the outermost branches of the World Tree, these dark domains pulsate with twisted energies, each realm a realm unto itself, governed by its malevolent lord.&lt;br /&gt;
&lt;br /&gt;
- '''Infernum Abyss'''&lt;br /&gt;
   The Infernum Abyss is a seething chasm of fire and brimstone ruled by the malevolent sovereign, Pyroclast the Infernal. It is a place where rivers of molten lava flow through jagged landscapes, and the air shimmers with suffocating heat. Pyroclast, a towering demon with skin aflame, commands legions of fire imps and tormentors who revel in the anguish of lost souls.&lt;br /&gt;
&lt;br /&gt;
-- '''Umbral Dominion'''&lt;br /&gt;
   The Umbral Dominion is a realm cloaked in perpetual darkness and ruled by Nocturnis, the Shadowlord. Here, shadows come alive, whispering nightmares to those unfortunate enough to wander into this abyss. Nocturnis, a spectral figure with piercing red eyes, commands legions of shadowy creatures that delight in sowing fear and despair.&lt;br /&gt;
&lt;br /&gt;
--- '''Abyssal Purgatory'''&lt;br /&gt;
   The Abyssal Purgatory is a desolate expanse ruled by Serrathrax, the Soul Devourer. In this realm, lost souls wander aimlessly, tormented by their past sins and regrets. Serrathrax, a grotesque demon with a maw that consumes souls, presides over an army of soul-hungry minions, forever seeking to increase his dark domain.&lt;br /&gt;
&lt;br /&gt;
---- '''Chaos Citadel'''&lt;br /&gt;
   The Chaos Citadel is a twisted fortress ruled by Malgorth the Chaotic, a demon of unpredictable and chaotic power. This realm is a maelstrom of ever-shifting landscapes, where reality itself seems to warp and fracture. Malgorth, a demonic entity with multiple shifting forms, commands an army of chaos-spawned monstrosities that revel in the unpredictability of their existence.&lt;br /&gt;
&lt;br /&gt;
These demonic realms are interconnected by unholy gateways, allowing demons to traverse between them as they please. The air is thick with malevolence, and the very fabric of reality is warped by the demonic influence. Those unfortunate souls who find themselves within these realms face a ceaseless onslaught of horrors, their fates forever entwined with the twisted machinations of the demonic lords who rule over these accursed domains.&lt;br /&gt;
&lt;br /&gt;
==The Demon Lords==&lt;br /&gt;
'''Pyroclast the Infernal'''&lt;br /&gt;
Pyroclast, the demonic sovereign of the Infernum Abyss, is a towering behemoth of pure, searing malevolence. His form is wreathed in perpetual flames, a manifestation of the inferno that courses through his demonic veins. Massive horns, blackened and twisted, crown his burning visage, and his eyes blaze with an otherworldly intensity. Pyroclast's demeanor is tyrannical and unforgiving, ruling over his fiery domain with an iron fist. He delights in the agony of souls consumed by his realm's unrelenting flames, and his demonic legions mirror his insatiable appetite for destruction.&lt;br /&gt;
&lt;br /&gt;
'''Nocturnis the Shadowlord'''&lt;br /&gt;
Nocturnis, ruler of the Umbral Dominion, is a spectral figure draped in eternal darkness. His form is a shifting silhouette of shadow and malevolence, with piercing crimson eyes that pierce through the perpetual gloom. Nocturnis' movements are elusive and unpredictable, mirroring the shadows he commands. He feeds on the fear and despair of those ensnared within his realm, reveling in the whispers of nightmares that echo through the obsidian landscapes. The minions of Nocturnis, born from the abyss, embody the very essence of fear.&lt;br /&gt;
&lt;br /&gt;
'''Serrathrax the Soul Devourer'''&lt;br /&gt;
Serrathrax, the grotesque ruler of the Abyssal Purgatory, is a monstrous entity with a cavernous maw that devours the essence of lost souls. His form is a twisted amalgamation of nightmare and remorse, with tendrils of spectral energy emanating from his malevolent core. Serrathrax's eyes gleam with a hunger for the suffering of tormented souls, and his presence induces an overwhelming sense of guilt and despair. The denizens of the Abyssal Purgatory, grotesque and spectral, serve their master in an unending quest for souls to consume.&lt;br /&gt;
&lt;br /&gt;
'''Malgorth the Chaotic'''&lt;br /&gt;
Malgorth, the Chaotic, ruler of the ever-shifting Chaos Citadel, is a demonic enigma with constantly morphing forms. His essence embodies chaos and unpredictability, making him a figure of maddening uncertainty. Malgorth's voice echoes with discordant tones, and his eyes gleam with the madness he bestows upon his domain. The creatures under Malgorth's command are ever-changing abominations, reflecting the capricious nature of their demonic lord. The Chaos Citadel itself is a surreal landscape, where reality bends and contorts with each passing moment.&lt;br /&gt;
&lt;br /&gt;
===Funeral, Afterlife &amp;amp; Marriage===&lt;br /&gt;
Funerals transcend the conventional, creating a uniquely poignant event seldom witnessed elsewhere. The tradition deviates from the common practice of burial into the earth, prevailing in many other realms. Here, the belief holds that one carries into the afterlife the possessions interred alongside them unless fate intervenes in the form of theft. Consequently, the prevailing and most cherished method of bidding farewell is the ceremonial send-off on a wooden boat, laden with cherished belongings, set ablaze to traverse the eternal waters.&lt;br /&gt;
&lt;br /&gt;
This solemn ritual is often presided over by a revered priest. The act of guiding the departed into the embrace of the gods is seen as a sacred duty, undertaken with utmost reverence and spiritual significance.&lt;br /&gt;
&lt;br /&gt;
However, the incendiary voyage is merely one facet of the diverse funeral customs. Across time, some have chosen to create burial chambers, where individuals are gradually interred alongside their most treasured possessions. These chambers, akin to sacred vaults, are crafted in the hope that their contents remain undisturbed until the conclusion of time.&lt;br /&gt;
&lt;br /&gt;
In both the flaming boat and the silent chambers, the departure of a soul from the mortal realm is an occasion wrapped in layers of spiritual significance, a tapestry woven with threads of tradition, respect, and the enduring connection between the departed and the divine.&lt;br /&gt;
&lt;br /&gt;
==Afterlife==&lt;br /&gt;
Beyond mortal life, diverse afterlife paths await, contingent upon one's deeds and demise. Three destinations beckon: the Damned, the City of the gods Aeternus, or the Forsaken.&lt;br /&gt;
&lt;br /&gt;
**Damned:**&lt;br /&gt;
Reserved for those who have passed on, either as Forsaken or embraced within Aeternus, the Damned find their final rest at the base of the World Tree, Helheim. A place untouched by even Moros, it serves as the last resting ground, releasing its inhabitants only at the climactic battle between mortals, gods, and encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
**Forsaken:**&lt;br /&gt;
Angering Valka or failing to prove worth results in banishment from Aeternusfor the Forsaken. To earn a place within the city, one must demonstrate their worth in the sprawling landscape of Tras Astra; otherwise, they wander the vast expanse alone.&lt;br /&gt;
&lt;br /&gt;
**Aeternus:**&lt;br /&gt;
Appearing in Aeternus signifies a death in combat or a life dedicated to worshipping Valka. Respect, care, and adherence to ancient teachings secure a place in this sanctuary within Tras Astra, shielded from the intermittent incursions of demons but also to fight the final battle.&lt;br /&gt;
&lt;br /&gt;
==Marriage==&lt;br /&gt;
The sanctity of marriage unfolds in a manner that may appear distinctive to some, yet profoundly resonates with the echoes of traditional unions. While the exchange of vows is reminiscent of the time-honored act of placing a ring on a loved one's finger, the symbolism extends beyond mere metallic circles. A necklace, laden with significance, can serve as a token of commitment, though the ring remains the prevailing symbol in most unions.&lt;br /&gt;
&lt;br /&gt;
Marriages aren't shackled by the somber pledge of 'till death do us part,' but rather, they endure until the gods themselves choose to gently pry the union apart, allowing the drifting currents of fate to guide the erstwhile partners on separate journeys. This unique perspective on the longevity of unions lends an air of fluidity to the concept, where divorce, while not excessively prevalent, is acknowledged as a part of the human experience.&lt;br /&gt;
&lt;br /&gt;
Ceremonies uniting hearts are often conducted in the hallowed proximity of a shrine, seeking the divine blessings of the gods to sanctify the union. Occasionally, couples choose to exchange their vows beneath a replica of the gates to Aeternus, the celestial city of the gods, further enhancing the spiritual gravity of their commitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4843</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4843"/>
		<updated>2023-09-28T18:47:16Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Valka's Bless on Avalheim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Spirit Court&lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature and the hunt, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons (the plants on her). Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers. &lt;br /&gt;
&lt;br /&gt;
A vision of the spirit of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the spirit of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
Conversely, the spirit of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Arch Spirits==&lt;br /&gt;
Valka's bond with her Arch Spirits, Amara, Elara, and Moros, reflects her multifaceted nature. She guides her people, often through dreams and visions, urging them to maintain harmony with the natural world while challenging them to resist the allure of selfishness and greed.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Love===&lt;br /&gt;
The Spirit of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals towards potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light.&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Life and Fertility===&lt;br /&gt;
The Spirit of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim.&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Greed and Death===&lt;br /&gt;
The Spirit of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment.&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many other Minor Spirits surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the three Arch Spirits, while lesser spirits serve various roles throughout, connecting the world to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4842</id>
		<title>Northern Spirit Court</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Northern_Spirit_Court&amp;diff=4842"/>
		<updated>2023-09-28T18:46:07Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Valka's Bless on Avalheim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Northern Spirit Court&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Spirit Court&lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|Common &lt;br /&gt;
|-&lt;br /&gt;
|'''Current High Priest'''&lt;br /&gt;
|''Lily Roseshade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|The Wyrm Islands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Icy Domain of Avalheim]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Cults'''&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as '''Valka'''.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
==The Goddess Valka==&lt;br /&gt;
Valka is the only Goddess of the northern Spirit Court, and embodies the very essence of nature's reciprocal harmony, a living testament to the interplay of give and take. She stands in staunch opposition to the senseless slaughter of creatures but, at the same time, perceives all beings and phenomena as integral components of the intricate circle of life. In Avalheim's worldview, to sustain oneself by taking an animal's life is to enter into a profound pact with nature, where one must reciprocate by offering something back. Just as nature claims something from you, it also bestows gifts in return, aligning perfectly with the ethos of the Avalheim people.&lt;br /&gt;
&lt;br /&gt;
===Valka's Belief===&lt;br /&gt;
&lt;br /&gt;
Valka holds a deep reverence for the natural world and the interconnectedness of all living things. She believes in the sanctity of life and death as part of a cyclical process. While she does not condone mindless slaughter, she accepts that taking life for sustenance is a part of the natural order, provided that it is done with respect and gratitude.&lt;br /&gt;
&lt;br /&gt;
Valka's actions are often mysterious, as she tests the faith and commitment of her followers. She may bless individuals with successful hunts, fertile crops, or protection from natural disasters when they have shown respect for the environment and the circle of life. Conversely, those who exploit nature without giving back may incur her wrath, resulting in failed harvests and hardships.&lt;br /&gt;
&lt;br /&gt;
===Valka's Bless on Avalheim===&lt;br /&gt;
Valka, as the goddess of nature and the hunt, bestows her blessings upon the populace in diverse ways. She lends her favor to those seeking a successful hunt or hoping for a bountiful crop, yet her benevolence comes with a caveat. Overindulgence, the act of taking without returning, invites her displeasure, potentially leading to dismal harvests and the decay of food storage. However, her influence extends far beyond material sustenance.&lt;br /&gt;
&lt;br /&gt;
In times of need, the people of Avalheim turn to Valka for guidance, seeking her wisdom and protection. She is both a nurturing mother figure and a stern guardian of the balance she holds dear, a central figure in the unique and intricate tapestry of Avalheim's beliefs.&lt;br /&gt;
&lt;br /&gt;
Her visage shifts like the changing seasons. She may manifest as a stunning woman or as a formidable dire wolf, often in a spiritual form adorned with the lush growth of moss and entwined vines upon her fur which colors changes with the seasons. Her actions, mysterious and profound, serve as both guidance and challenge to her devoted adherents, who seek her wisdom and protection in times of need. In her intricate and multifaceted nature, she embodies the very essence of Avalheim's unique belief system.&lt;br /&gt;
&lt;br /&gt;
===Valka's connection to the Spirits===&lt;br /&gt;
Valka's connection to the spiritual realm is profound, and she employs ethereal manifestations of animals to both bless and chastise her followers. &lt;br /&gt;
&lt;br /&gt;
A vision of the spirit of life a red wolf may signify her influence in fostering new, profound relationships or rekindling old ones. While she does not grant fertility, her deep concern for her people shines through.&lt;br /&gt;
&lt;br /&gt;
In stark contrast, there exists the spirit of greed and death, a sinister figure yet cold personality typically taking of a black wolf almost like the pure voi. This spirit, nameless and menacing, tempts individuals toward selfish pursuits, luring them away from the path of the goddess and her benevolent teachings to show the world that no one is perfect.&lt;br /&gt;
&lt;br /&gt;
Conversely, the spirit of fertility and life, embodied by a majestic white wolf, emanates an aura of grace and friendliness. She offers her assistance to the townsfolk, particularly mothers, helping them earn the trust they require and tending to the well-being of the community's children. Her name remains a whispered secret, known only to those most devout.&lt;br /&gt;
&lt;br /&gt;
==The Arch Spirits==&lt;br /&gt;
Valka's bond with her Arch Spirits, Amara, Elara, and Moros, reflects her multifaceted nature. She guides her people, often through dreams and visions, urging them to maintain harmony with the natural world while challenging them to resist the allure of selfishness and greed.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Love===&lt;br /&gt;
The Spirit of Love, known as &amp;quot;Amara,&amp;quot; takes the form of a radiant red wolf. Amara is the embodiment of affection and the catalyst for profound connections between individuals. Her primary role is to nurture and foster loving relationships among the people of Avalheim.&lt;br /&gt;
&lt;br /&gt;
Amara often appears in dreams as a gentle presence, guiding individuals towards potential partners or kindling the sparks of newfound love. She exudes an aura of warmth and understanding, inspiring kindness and compassion in those she touches. When she appears in person as a spiritual animal, it is said that her eyes glow with an inviting and comforting light.&lt;br /&gt;
&lt;br /&gt;
Amara doesn't possess the power of fertility, but her concern for people's emotional well-being knows no bounds. She understands the complexities of love, from the tender beginnings of romance to the enduring bonds of friendship. Her presence is often invoked during marriage ceremonies and other celebrations of love, where she is believed to bless the unions and bring harmony to troubled hearts.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Life and Fertility===&lt;br /&gt;
The Spirit of Life and Fertility, known as &amp;quot;Elara,&amp;quot; embodies the essence of vitality and renewal. Elara takes the form of a magnificent white wolf, graceful and elegant in her bearing. Her presence is synonymous with abundance and the flourishing of life in Avalheim.&lt;br /&gt;
&lt;br /&gt;
Elara is known for her gentle and nurturing disposition. She is particularly concerned with the well-being of children and mothers, often appearing as a guiding presence during childbirth and infancy. Her influence extends to the fertility of the land, ensuring bountiful harvests and healthy livestock.&lt;br /&gt;
&lt;br /&gt;
In person, Elara's presence is marked by fields blossoming with vibrant flowers and the soft laughter of children playing. She is believed to soothe the hearts of mothers, granting them the strength and wisdom they need to raise their offspring. It is said that those who seek her blessings will find their crops abundant and their families thriving.&lt;br /&gt;
&lt;br /&gt;
===Arch Spirit of Greed and Death===&lt;br /&gt;
The Spirit of Greed and Death, known as “Moros”, embodies the shape of a wolf as black as the void, embodies a chilling and cold personality, making him an enigmatic figure in Avalheim. He tempts individuals toward self-serving desires and darkness, leading them away from the path of virtue and enlightenment.&lt;br /&gt;
&lt;br /&gt;
A shadowy presence, Moros lurks in the hearts of those susceptible to greed and destructive ambition. His influence draws people into the abyss of selfishness and recklessness, often leaving a trail of despair in his wake. Encounters with Moros are unsettling, serving as a test of an individual's resolve and moral fiber. Those who resist his allure are hailed as champions of the goddess, while those who succumb may face dire consequences. Yet he is a servant of the goddess simply here to show you greed lies within us all and death will come one day.&lt;br /&gt;
&lt;br /&gt;
==The Minor Spirits==&lt;br /&gt;
Many other Minor Spirits surround Valka's court. All the spirits are devoted servants of Valka, who is accompanied by the three Arch Spirits, while lesser spirits serve various roles throughout, connecting the world to its mystical roots. All of these have their own characteristic appearance and shape, although many take on the appearance of an animal, a reflection of their nature, the following are the most common spirit animals.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
The wolf signifies the goddess Valka and the world we live within they are the trusted companions of Valka and are also often seen as a sign of her being near or watching. There for wolves are protected within Avalheim as killing one is a taboo seen as killing one of the goddess's many companions. &lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
The dragon often symbolizes death and chaos often related to Moros. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength.&lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future. Often seen as a blessing or sign from Elara.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4832</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4832"/>
		<updated>2023-09-27T16:46:44Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Nazca Savith&lt;br /&gt;
&lt;br /&gt;
Lu Ayame&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A New Era Dawns in Avalheim: Rebirth and Renewal ===&lt;br /&gt;
&lt;br /&gt;
For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.&lt;br /&gt;
&lt;br /&gt;
As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.&lt;br /&gt;
&lt;br /&gt;
During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.&lt;br /&gt;
&lt;br /&gt;
But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.&lt;br /&gt;
&lt;br /&gt;
The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.&lt;br /&gt;
&lt;br /&gt;
As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.&lt;br /&gt;
&lt;br /&gt;
The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.&lt;br /&gt;
&lt;br /&gt;
Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4825</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4825"/>
		<updated>2023-09-26T08:13:39Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Nazca &lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A New Era Dawns in Avalheim: Rebirth and Renewal ===&lt;br /&gt;
&lt;br /&gt;
For what felt like an eternity, Avalheim had languished in a state of eerie quietude, marked by struggles that had left the town frozen in time. The year 1537 proved to be the turning point, a momentous chapter in the town's history, where transformation and renewal took center stage. This renaissance was not simply the work of builders and artisans; it was a labor of love, spearheaded by the entire town.&lt;br /&gt;
&lt;br /&gt;
As the first rays of hope pierced through the cold, still air, Avalheim began to rise from the ashes of its dormant past. The town underwent a remarkable renaissance, a full-scale rebuild that breathed life back into its very soul. With every beam raised, every log laid, and every street revitalized, Avalheim's heartbeat grew stronger, echoing the collective determination of its inhabitants.&lt;br /&gt;
&lt;br /&gt;
During this pivotal time, a new crest was unveiled, a symbol of Avalheim's reawakening. These crests, unique to each town and district, signified the closing of a chapter that had long felt cold and lifeless. It marked the end of an era in which Avalheim had been shrouded in silence and uncertainty.&lt;br /&gt;
&lt;br /&gt;
But this was not merely the end; it was a new beginning—a genesis of something profound and magnificent. The town had cast off the chains of its past, embracing the promise of a brighter future. Avalheim once again unfurled its welcoming arms to the world, ready to share the beauty and vitality that had been lovingly restored.&lt;br /&gt;
&lt;br /&gt;
The transformation was more than just physical; it was a revival of spirit, a rekindling of community bonds, and a reaffirmation of the town's enduring resilience. With each passing day, Avalheim's streets bustled with activity, as neighbors reconnected, friendships were rekindled, and a renewed sense of purpose filled the air.&lt;br /&gt;
&lt;br /&gt;
As Avalheim embarked on this journey of rediscovery, its people came together as a testament to their unwavering spirit. Lily Roseshade, a beacon of leadership and determination, stood at the forefront, guiding and inspiring every step of the way.&lt;br /&gt;
&lt;br /&gt;
The dawn of this new era signaled not only the resurgence of Avalheim but also the birth of something greater. It beckoned to all, inviting them to be part of this extraordinary revival, to witness the town's magnificent transformation, and to contribute to a future filled with promise and hope.&lt;br /&gt;
&lt;br /&gt;
Avalheim had awakened from its slumber, and its resounding call echoed far and wide. Along with this the religion of Avalheim also slowy solidified and fine polished ‘The Northern Spirit Court’&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4824</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4824"/>
		<updated>2023-09-26T06:12:53Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Nazca &lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4823</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4823"/>
		<updated>2023-09-26T06:12:26Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Religion &amp;amp; Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4822</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4822"/>
		<updated>2023-09-26T06:12:08Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Religion &amp;amp; Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
**[[Northern Spirit Court]]**&lt;br /&gt;
&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4821</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4821"/>
		<updated>2023-09-26T06:11:44Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Religion &amp;amp; Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Northern Spirit Court]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
[[Northern Spirit Court]]&lt;br /&gt;
In the land of Avalheim, a distinct and unconventional belief system emerges one that diverges sharply from the conventional pantheon of gods like 'The Father,' 'The Son,' 'The Mother,' and 'The Daughter.' Here, the core of spirituality intertwines with the natural world, revering the spirits that reside within it and, most notably, the goddess of nature and the hunt, known as Valka.&lt;br /&gt;
&lt;br /&gt;
Valka, the goddess of Nature and Hunt, is a complex and enigmatic deity who embodies the delicate balance of life and death in the world. She is known for her ability to both bless and challenge the people. Valka's appearance in Avalheim's depictions varies, sometimes manifesting as a strikingly beautiful woman covered with nature and plants and at other times as a powerful dire wolf adorned with moss and vines.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4766</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4766"/>
		<updated>2023-09-15T17:38:18Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal shard&lt;br /&gt;
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.&lt;br /&gt;
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.&lt;br /&gt;
|Succ = The shard is extra sharp and does maximum damage.&lt;br /&gt;
|RedLines = The crystal shard gets shot out of a tear towards an enemy to hit it, so the shard gemstone cannot be used in the environment to cut vines, webs or anything like that. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines = This spell is always active. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself for a short duration. &lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves for 3 rounds.&lt;br /&gt;
|RedLines = Once used, the spell goes on cooldown for 3 rounds after it ends. Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4656</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4656"/>
		<updated>2023-08-25T15:48:50Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* From Settlers to Nation-Builders: A Journey of Independence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Non-Denominational&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.&lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength. &lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
'''The Spirit'''&lt;br /&gt;
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started in 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4655</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4655"/>
		<updated>2023-08-25T15:47:57Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim Logo.png|center|frameless|478x478px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Non-Denominational&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.&lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength. &lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
'''The Spirit'''&lt;br /&gt;
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings started early 1530 and paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4552</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4552"/>
		<updated>2023-08-13T18:17:21Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Festivals and Celebrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim.png|center|frameless|359x359px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Non-Denominational&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of winter and start of the summer soon to come. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.&lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength. &lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
'''The Spirit'''&lt;br /&gt;
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4547</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4547"/>
		<updated>2023-08-13T17:29:29Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Festivals and Celebrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim.png|center|frameless|359x359px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Non-Denominational&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Sun Haven Festival'''&lt;br /&gt;
:: A festival that is held in Sunscape on the festival island to celebrate the end of the summer. This festival is held often in Lilith's Veil.&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Childhood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.&lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength. &lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
'''The Spirit'''&lt;br /&gt;
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4546</id>
		<title>The Icy Domain of Avalheim</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Icy_Domain_of_Avalheim&amp;diff=4546"/>
		<updated>2023-08-13T17:25:06Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Festivals and Celebrations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Avalheim.png|center|frameless|359x359px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Northwestern Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mixed&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Non-Denominational&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Monarch&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Lily Roseshade&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Advisors'''&lt;br /&gt;
|Astro Roseshade&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
&lt;br /&gt;
Open Spot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On the coasts of wyrm isles, next to the frigid glass sea, resides the nation of Avalheim, a peaceful and cozy home to many races. A paradise of peace and prosperity was founded by a group of adventurous travelers who sought a new home for themselves and others. The nation is a haven without prejudice, where all races are welcome. From the earthborn dwarves to the many elves and humans, all who harbor thoughts of peace and friendship are welcome within the homes of Avalheim. But to those who harbor ill feelings or seek to harm the people of Avalheim, A grim and dark fate awaits them at the jaws of the wolves of Avalheim…&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The nation of Avalheim resides in the cold northwestern region of Eden, on the the wyrm isles. Surrounding the nation is the frigid glass sea, the rough mountains, and the white forests of the wyrm isle. The Town can be found next to the coast of the eastern wyrm isles. Through In Recent years, they have also taken over the Siren Islands down south.&lt;br /&gt;
&lt;br /&gt;
=== Demographic ===&lt;br /&gt;
Avalheim is a rather accepting and open place, home to many races. Avalheim's demographic mostly consists of dwarves, wood elves, high elves, humans, and orcs, although Avalheim is a welcoming settlement and is open to all races.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Despite various races with many differences, the people of Avalheim have developed a common trend in apparel. The harsh climate of the mountains and forests of the wyrm isles that Avalheim resides on has made the citizens favor thick or layered clothing made out of many different materials such as fur, leather, and wool. Their clothing comes in many colors, typically dyed brown, grey, black, white, red, or blue. While traveling through the snowy regions/mountains of the wyrm isles, the citizens of Avalheim are often seen wearing hoods or capes of thick fur from creatures such as bears over their heads as protection from the cold snow as well as to hide their identity.&lt;br /&gt;
&lt;br /&gt;
When traveling through the warmer regions of the Wyrm isles, such as the forests, the citizens of Avalheim tend to wear more loose-fitting clothes or thinner clothing, such as flannel shirts. Most leather clothing and armor made by the citizens of Avalheim have intricate patterns and designs. Some depict images, while others are simple patterns. Alongside their leather, the citizens or Avalheim often boast chainmail armor while out hunting. They often sandwich this chainmail armor with two layers of clothing to prevent the metals from getting cold and causing frostbite on the skin.&lt;br /&gt;
&lt;br /&gt;
=== Arts === &lt;br /&gt;
The people of Avalheim are quite artistic people who enjoy arts and crafts. They are adept in many kinds of art thanks to the various races residing in Avalheim. The Most common forms of art found in Avalheim are woodcrafts, metalcrafts, mural paintings, and applied arts. Many citizens enjoy carving wood and making small statues or other figures, most commonly wolves. It has even become a tradition to carve wooden wolf figures during festivals such as the day of strength. They are also known for their metalcrafts and enjoy creating small items such as brooches and pendants.&lt;br /&gt;
&lt;br /&gt;
Another art commonly found in Avalheim is painting, specifically mural painting. Many different arts and images can be seen painted on the walls and roofs of places in Avalheim. Most of these paintings depict legends and tales, as well as the battles and stories of Avalheim. The citizens of Avalheim also enjoy decorating objects such as armor, weapons, homes, and more with various designs depicting many things, such as abstract animals and people &amp;amp; intricate interweaving patterns. &lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
The buildings and houses in Avalheim are usually built using available resources. As such, the main body of the buildings is built primarily out of wood and sometimes stones, and the roofs are made of materials such as wood, hay, wool, etc. The houses often resemble large wooden cabins with curved or slanted roofs. This structure allowed the buildings to keep warmth inside and to become cozy. Larger buildings, such as the main hall, are usually built out of stronger resources, sometimes stones or against a large solid ruin, to become more sturdy and strong.&lt;br /&gt;
&lt;br /&gt;
=== Food &amp;amp; Beverage === &lt;br /&gt;
The people of Avalheim boast a splendor of foods and beverages. They are most well known for their powerful beer brews, which are known for getting the strongest drinkers drunk! The people of Avalheim often hunt a lot and boast various kinds of meats, from rabbit to mutton, and even exotic meats such as bears! During the summertime, the citizens of Avalheim plant and harvest many crops, vegetables, and berries, such as potatoes and hay. The people of Avalheim tend to create various delicious dishes using these meats and vegetables that boast exquisite tastes and go quite well with their beer.&lt;br /&gt;
&lt;br /&gt;
=== Marriage &amp;amp; Births ===&lt;br /&gt;
Marriages in Avalheim are joyous occasions that are celebrated greatly. Weddings will usually occur outside the Townhall or tavern, sometimes in rare occasions such weddings has also been held in the Roseshade manor. A priest will usually officiate the wedding. After which, all the people of Avalheim will come together for a grand feast to celebrate the newly wedded couple. Later on, when the couple is ready, a child is born.&lt;br /&gt;
&lt;br /&gt;
When a child is born in Avalheim, normally a small ceremony is held where the high priest or anyone higher up in the ranks will slit the hands of the mother and father of the child with a ceremonial knife and use said blood to draw one of 3 marks, namely the mark of the brave, fertile, and hunt, each one symbolizing a different thing. If the child does not have parents, i.e., the father died before birth, and the mother died during, then one of the advisors or the high priest will use their blood for the child's ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Funerals === &lt;br /&gt;
Funerals are solemn events in Avalheim. The citizens of Avalheim often send off the fallen on wooden boats, pushing them out to sea with their dearest belongings. One of the deceased's family members will say a few words about the deceased, talking about their life and legacy. They will then shoot a flaming arrow at the boat, and the rest of the deceased's family will follow suit, setting the boat ablaze and sending the deceased off in a glorious blaze to respect and honor their lives. If the deceased had no family, an a higher up or a close friend of the deceased will talk about the deceased and commence the firing of arrows and will be followed by friends of the deceased and citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
== Festivals and Celebrations ==&lt;br /&gt;
*'''Day of The Wolves'''&lt;br /&gt;
:: A day where the settlement holds a grand and joyous party throughout the day, then at night, they leave meat outside the settlement for the wolves to come and feast.&lt;br /&gt;
&lt;br /&gt;
*'''Day of Light'''&lt;br /&gt;
:: On the darkest day of the year, the settlement will gather around the dock together. They then make tiny wooden carved ships and send them to sea with a lit candle to pray for better days.&lt;br /&gt;
&lt;br /&gt;
*'''Day of the Founding'''&lt;br /&gt;
:: A Day to celebrate the founding of Avalheim. The doors of the grand hall become open to all, and a grand party is held, with a grand feast, music, dancing, and other joyous festivities.&lt;br /&gt;
&lt;br /&gt;
*'''Festival of Life'''&lt;br /&gt;
:: A festival where the citizens of Avalheim come together, decorate the settlement, and sell specialty items. The whole day is based around being kind and nice and coming together by helping each other out&lt;br /&gt;
&lt;br /&gt;
*'''Day of The Fallen'''&lt;br /&gt;
:: A small ceremony is held whenever someone dies and people will gather on the docks sending the deceased away on a boat and sits it ablaze &lt;br /&gt;
&lt;br /&gt;
*'''Festival of The Moon'''&lt;br /&gt;
:: As the year ends (OOC), all the people of Avalheim will gather in the middle of the town wishing for a better year to come. During this day, everyone will fast and then come together after midnight for a grand feast to celebrate the new year&lt;br /&gt;
&lt;br /&gt;
*'''Day of Strength'''&lt;br /&gt;
:: The citizens of Avalheim gather around a fire and tell each other tales of their feats of strength. Afterward, they put on festive shows of how they believe their ancestors took down creatures like dragons. During this day, everyone makes wooden carvings of dragons and wolves&lt;br /&gt;
&lt;br /&gt;
*'''Coming of Age Ceremony'''&lt;br /&gt;
:: whenever a child in Avalheim turns 16,  the family often holds a small Party with their family members to celebrate the path from Child hood to adult hood has officially started.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
'''Social Hierarchy'''&lt;br /&gt;
: Chieftess/Chieftain&lt;br /&gt;
:: Advisors | The Roseshade Family   &lt;br /&gt;
::: Pack Leader&lt;br /&gt;
:::: Founders&lt;br /&gt;
::::: Army&lt;br /&gt;
::::: Medics&lt;br /&gt;
::::: Priests&lt;br /&gt;
:::::: Common workers (i.e., hunters &amp;amp; anglers)&lt;br /&gt;
::::::: Normal citizens&lt;br /&gt;
:::::::: Outsiders&lt;br /&gt;
::::::::: Forsaken (Banished People)&lt;br /&gt;
          &lt;br /&gt;
=== Political system ===&lt;br /&gt;
The political system of Avalheim was one that greatly differs from that of other nations and settlements. Rather than having a single leader, Avalheim had a high council of 5 people who make major decisions for the nation through votes. Through after troubles and voting, the system got changed. Nowdays Avalheim is ruled by 1 leader with 4 advisors, still through voting for the most part but the Chieftess/Chieftain also has the power to deny a vote and rule out what they feel is most fair. The Bloodline for leadership in the futuer is the 'Roseshade' Bloodline. Advisors are picked by the leader or people through vote or choice if they really needed.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
&lt;br /&gt;
Regarding imports, the people of Avalheim are rather independent and don't rely on imports, as they prefer to provide for themselves but tend to get goods they can't get on their land. Instead, the people of Avalheim are good exporters of various goods. They export various goods to neighboring nations to promote good relationships with them. These goods include their strong and flavorful beers, various types of meats, and the weapons and gear they produce, such as axes and leather armor.&lt;br /&gt;
&lt;br /&gt;
Avalheim has many common jobs one can take up while living there, all of which help provide for the citizens and the settlement itself. Some of these jobs include:&lt;br /&gt;
'''&amp;lt;u&amp;gt;Hunters&amp;lt;/u&amp;gt;''', the people who head out into the wild in search of game and wild meat. Then, along comes the '''&amp;lt;u&amp;gt;farmers&amp;lt;/u&amp;gt;''' who plant, tend to, and harvest crops. Lastly, '''&amp;lt;u&amp;gt;fishers&amp;lt;/u&amp;gt;''' are the people who set out to sea and catch fish. All these providers are responsible for feeding the citizens. &lt;br /&gt;
&lt;br /&gt;
When it comes to creating tangible goods, there are three types of common jobs. The '''&amp;lt;u&amp;gt;blacksmiths&amp;lt;/u&amp;gt;''' forge weapons and metal armor like chainmail and swords. The '''&amp;lt;u&amp;gt;leatherworkers&amp;lt;/u&amp;gt;''' are adept at their trade, crafting all their gear, armor, and clothing out of leather and then engrave patterns onto them. Lastly, the '''&amp;lt;u&amp;gt;craftspeople&amp;lt;/u&amp;gt;''' specialize in the rest of the materials. They use wood, cloth, and so on to create various tools, jewelry, furniture, and more. All these hard workers are protected by the common '''&amp;lt;u&amp;gt;soldiers&amp;lt;/u&amp;gt;''', the brave warriors who dedicate themselves to protecting Avalheim.&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
The laws of Avalheim and simple yet strict. All citizens are expected to follow these rules or face appropriate punishment. The rules are as follows&lt;br /&gt;
&lt;br /&gt;
imprisonment rules &lt;br /&gt;
: Everyone is innocent until proven guilty and imprisonment for their 'safety' &lt;br /&gt;
&lt;br /&gt;
Citizen rules &lt;br /&gt;
: Do not steal from your fellow citizens &lt;br /&gt;
: Do not cause harm to your fellow citizens without a valid reason &lt;br /&gt;
: Do not abuse fellow citizens or animals &lt;br /&gt;
: Do not commit acts of hatred towards fellow citizens &lt;br /&gt;
&lt;br /&gt;
Universal rules &lt;br /&gt;
: Do not commit murder &lt;br /&gt;
: Do not steal &lt;br /&gt;
: Do not kill wolves unless necessary &lt;br /&gt;
: Do not abuse the animals &lt;br /&gt;
: Do not cause unnecessary harm to the land &lt;br /&gt;
: Do not disrespect the guards or leadership &lt;br /&gt;
: Do not disturb the dragon nor harm it this is punishable by death &lt;br /&gt;
: Do not enter the south island of the wyrm isles. This is scared and holy grounds to the people and meant to be left alone. If found there this can be punishable&lt;br /&gt;
&lt;br /&gt;
Hunting rules &lt;br /&gt;
: If you so desire to hunt on Avalheim ground you will need permission from a higherup &lt;br /&gt;
: Hunting the wildlife do not mean you can do as you please through. You will not be allowed to hunt at the holy grounds at all. Not are you allowed to hunt multiple animals after each other. The animals have to have time to repopulate as its hard enough for them to live out here.&lt;br /&gt;
Breaking these rules will cause one to be taken on trial before the town or higherups, where an appropriate punishment will be decided, ranging from simple imprisonment to banishment or death.&lt;br /&gt;
&lt;br /&gt;
== Religion &amp;amp; Beliefs ==&lt;br /&gt;
The settlement of Avalheim has no single religion, but the ancient form of Feaeism and the ways of Nature is the main one inside the village. However, all citizens have a certain freedom as to practice their own religion. The citizens of Avalheim believe in myths and animals and associate parts of the body, mind, and soul with them. But the Spirit plays an important role as the animals and nature are important to the citizens of Avalheim. Spirits give them wisdom, knowledge, and words of advice, as well as bless them and their choices.&lt;br /&gt;
&lt;br /&gt;
'''The Wolf'''&lt;br /&gt;
: The wolf signifies life, fertility, and camaraderie; as such, they idolize and treat them with respect. Killing a wolf out of hatred or malice is considered taboo among them, as Wolves have always been a part of their town and are seen as creatures that have always protected them.&lt;br /&gt;
&lt;br /&gt;
'''The Dragon'''&lt;br /&gt;
: The dragon often symbolizes death and chaos. They are seen as creatures of pure destruction that fly over towns destroying everything and burning families alive but are still treated with respect as they are seen as the pinnacle of strength.&lt;br /&gt;
&lt;br /&gt;
'''The Crow'''&lt;br /&gt;
: The crow is often associated with greed and unhappiness. They are known for stealing everything valuable and are seen around unhappy people. Seeing a flock of crows is often seen as a bad omen of misfortune or bad luck. Unwelcome Outsiders are often referred to as crows by the citizens of Avalheim.&lt;br /&gt;
&lt;br /&gt;
'''The Fish'''&lt;br /&gt;
: The fish is often associated with manipulation and intelligence. They are known for leading fishers astray while out at sea. As such, the citizens of Avalheim often capture and eat fish as they believe them to increase one's intelligence.&lt;br /&gt;
&lt;br /&gt;
'''The Fox'''&lt;br /&gt;
: The fox is often associated with guile and deception. The people of Avalheim often associate liars and sly people with foxes.&lt;br /&gt;
&lt;br /&gt;
'''The Bear'''&lt;br /&gt;
: The bear is often associated with strength and bravery. They are seen as symbols of strength. The citizens of Avalheim take pride in hunting bears as they are seen as worthy foes. They often hunted to prove their strength. &lt;br /&gt;
&lt;br /&gt;
'''The Phoenix'''&lt;br /&gt;
: The phoenix is often associated with rebirth, joy, and luck. They believe that spotting this rare bird is a good omen and is a sign of great luck and joy in one's future.&lt;br /&gt;
&lt;br /&gt;
'''The Bird'''&lt;br /&gt;
: The bird is often associated with freedom and sustainability. They are known for flying in the sky happy and free. Birds also resent crows, and as such the citizens are often called birds because they resent the crows, the outsiders. Being called a bird means you are a free citizen and you can sustain yourself in the harsh environment.&lt;br /&gt;
&lt;br /&gt;
'''The Owl'''&lt;br /&gt;
: The owl is often associated with wisdom and the magical. The owls are wise beings of high intellect, and the people highly respect them. An owl is believed to have magical abilities and a great amount of knowledge. Mages are called wings, being associated with the owl.&lt;br /&gt;
&lt;br /&gt;
'''The Elk'''&lt;br /&gt;
: The elk is often associated with love, passion and healing. Elks are beings that love to stay together in pacts and show love and care for all, even outsiders. An elk is believed to have the ability to heal and take care of their friends, but also those they do not know. Medics are called antlers, being associated with the elk.&lt;br /&gt;
&lt;br /&gt;
'''The Spirit'''&lt;br /&gt;
: The spirit is associated with faith, honour, and the will to do good. They are known for appearing to people, and offering words of advise and wisdom. A priest in Avalheim is called a spirit because they speak the spirit's words of wisdom and tell their advise and will to the citizens. If a spirit appears for you, it is commonly believed you are blessed.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The army of  Avalheim is made of strong individuals who work together to bring safety and security to Avalheim. The army of Avalheim is often referred to as Avalheim's pack, as they have the honor of being named after the wolves that Avalheim cherishes. The army consists of the pack leader, the fangs, claws, and wolves. &lt;br /&gt;
&lt;br /&gt;
'''Pack Leader''', also known as the Pack General, is the army leader. They make immediate decisions during combat and report directly to the high council. The general is often decided through a vigorous combat trial supervised by the high council. To become the pack leader, one must prove themselves as a powerful combatant. The pack leader is often tasked with overseeing the training of recruits.&lt;br /&gt;
&lt;br /&gt;
'''Fangs''', also known as the region's Warlords, are the people below the pack leader. They are often promoted by the pack leader or the high council after they have proven themselves in combat. They are often tasked with training recruits and have the authority to lead the army without the pack leader.&lt;br /&gt;
&lt;br /&gt;
'''Claws''', commonly known as Corporals, are the recruits that have proven themselves in battle and are seen as braver. They comprise a large portion of the army and are often tasked with patrolling and scouting.&lt;br /&gt;
&lt;br /&gt;
'''Pack Members''', the nickname for recruits, usually initiates who have joined the army and have yet to prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Origins of Avalheim: A Tale of Hope and Unity ===&lt;br /&gt;
&lt;br /&gt;
Avalheim's humble beginnings paint a vivid portrait of a young settlement brimming with ambition and resilience. Founded by a diverse group of eight individuals driven by a shared vision, their quest was to forge a sanctuary where they could rebuild their lives from scratch. Among these pioneers was Lily Roseshade, who, having endured the torment of memory loss, sought solace in creating a fresh start for herself. Standing steadfastly beside her was her elder brother, Astrophel Roseshade. As fate would have it, Ellisar Vennanor-Vend and Raimraid Daeris crossed paths with the siblings, each carrying their own aspirations. United by a common purpose, the four intrepid souls embarked on a journey across Eden, scouring its vast landscapes for a suitable abode. Along their odyssey, they encountered kindred spirits whose dreams resonated with their own. Gunmar Einmana, Fardan Xilthendrirrin, Zolphar Vendove, and Cecilia Petrichor, driven by similar desires, joined forces, expanding the group to a formidable eight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together, this valiant band of pioneers found themselves drawn to the enchanting shores of the Wyrm Isles—a place that whispered promises of a fresh beginning. They erected a handful of modest dwellings, harmoniously coexisting under the same roof, and tranquility settled upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Word of their peaceful existence spread, reaching the ears of wanderers yearning for a place to call their own. These weary souls, deprived of homes or belonging, flocked to Avalheim, enticed by the hope that permeated its very foundation. The founders, compassionate and inclusive, welcomed the newcomers with open arms, extending the boundaries of their humble settlement to embrace those in need. Witnessing the steady influx of individuals seeking solace, the visionary founders made a profound decision—to transform their haven into a sanctuary for the displaced, a refuge where new lives could take root and thrive. Thus, commencing with a grand hall to foster communal gatherings, Avalheim blossomed into a burgeoning village, where aspirations and dreams converged, birthing a vibrant community that would endure the test of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== From Settlers to Nation-Builders: A Journey of Independence ===&lt;br /&gt;
&lt;br /&gt;
In the early days of 1530, Avalheim encountered a minor discord with Reavendrecht, for the latter yearned to exploit the precious metals concealed beneath Avalheim's soil. Firm in their resolve to retain their independence, Lily Roseshade and the council rebuffed Reavendrecht's proposition, opting instead to form an alliance with Hadriana—a pact forged on the pillars of protection and friendship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The passage of time witnessed Avalheim's remarkable growth, both in population and political stature. Evolving from a quaint seaside village to a resolute town encompassed by protective ramparts, the town's expansion mirrored its ambitions, marking its transition from a mere settlement to the sovereign nation it aspired to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the face of complex political challenges, Avalheim took a bold step forward, disbanding its council and uniting under a single leader. Lily Roseshade, the trailblazing founder, assumed the mantle of chieftess, while retaining the invaluable wisdom of the former council members as trusted advisors, ensuring their voices continued to shape Avalheim's destiny. As the pages turned to the late months of 1530, Avalheim embarked on a momentous undertaking—the excavation of the island's soil, unearthing a trove of precious dark steel, known only to the select few. Keen to maintain the element of surprise and employ it as a potent bargaining chip, Avalheim chose to safeguard this knowledge as a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, the story of Avalheim unfolded—a tale born from humble origins, nurtured by unity, and driven by unwavering hope. As their newfound nation embraced the possibilities that lay before them, Avalheim ventured forth, bound by a shared destiny, poised to shape their own future amidst the mysteries of their land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Reclamation of the Fortress ===&lt;br /&gt;
&lt;br /&gt;
In the year 1533, Avalheim, fueled by a relentless spirit, embarked on a daring mission to retake an ancient fortress situated on the southern shores of their land. Overrun by ruthless bandits, the stronghold stood as a haunting reminder of their perilous past. Understanding the challenges that lay ahead, a group of determined Avalheim warriors set forth, their hearts filled with the conviction of a just cause.&lt;br /&gt;
&lt;br /&gt;
The assault on the fortress unfolded in a protracted battle, testing the mettle and resilience of the Avalheim fighters. Though lacking the hardened skills of seasoned warriors, they compensated with strategic acumen and unwavering resolve. As the element of surprise waned, the tide shifted against them, prolonging the struggle. Hours stretched into eternity as the clash of swords and echoes of battle reverberated through the fortress halls.&lt;br /&gt;
&lt;br /&gt;
Yet, Avalheim's determination remained unyielding. Slowly but surely, their relentless assault began to erode the bandits' defenses. The final triumph, hard-earned and resolute, saw the last of the bandits driven out in fear. Avalheim claimed victory, replacing the tattered banners with their own, symbolizing their renewed dominion over the fortress. With meticulous care, they purged the fortress of the signs of its dark past, breathing new life into its ancient stone walls, transforming it into a bastion of future defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expanding Horizons ===&lt;br /&gt;
&lt;br /&gt;
In the year 1534, Avalheim's ambitions expanded southward, venturing beyond their familiar shores. While they had long embraced a neutral Viking aesthetic, recent years had witnessed a burgeoning interest in mining and the mastery of materials. With this newfound focus, Avalheim set sail for the Siren Islands, drawn by the allure of gold and dark steel that lay dormant within its lands. The island's arable soil presented an added advantage, making it an ideal destination for cultivation.&lt;br /&gt;
&lt;br /&gt;
Establishing a well-connected ferry service between Avalheim's main town and the Siren Islands, they forged a link between the two regions. In due course, a humble settlement named &amp;quot;Sun Scrape&amp;quot; emerged on the island, characterized by its simplicity and a departure from traditional Viking influences. It became a haven of tranquility, coexisting harmoniously with the surrounding flora and fauna.&lt;br /&gt;
&lt;br /&gt;
With industrious fervor, Avalheim revitalized the mines on the Siren Islands, unlocking the precious veins of gold and dark steel hidden beneath the earth. These resources bolstered their growing wealth and facilitated further advancements. Additionally, recognizing the importance of diplomacy and camaraderie, Avalheim endeavored to restore their strained relations with Hadrian, seeking the renewal of an alliance built on trust and mutual benefit.&lt;br /&gt;
&lt;br /&gt;
In their quest for prosperity and security, Avalheim defied limitations, expanding their horizons both geographically and philosophically. Guided by their unyielding spirit and a commitment to progress, they continued to shape their destiny, navigating the currents of change with steadfast determination.&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4508</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4508"/>
		<updated>2023-08-09T15:57:19Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early.&lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4504</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4504"/>
		<updated>2023-08-09T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early.&lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4502</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4502"/>
		<updated>2023-08-09T14:28:34Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for D3 rounds.&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early.&lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4499</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4499"/>
		<updated>2023-08-09T14:24:17Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}} &lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for D3 rounds. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4497</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4497"/>
		<updated>2023-08-09T14:21:54Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early. &lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage. &lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4493</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4493"/>
		<updated>2023-08-09T13:36:17Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early. &lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4492</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4492"/>
		<updated>2023-08-09T13:30:36Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for D3 rounds. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4491</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4491"/>
		<updated>2023-08-09T12:53:30Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4490</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4490"/>
		<updated>2023-08-09T12:46:40Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage every turn started within the fog.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4487</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4487"/>
		<updated>2023-08-09T12:05:01Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4443</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4443"/>
		<updated>2023-08-08T20:53:41Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d2 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts for 1 extra round.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4442</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4442"/>
		<updated>2023-08-08T20:46:09Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4441</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4441"/>
		<updated>2023-08-08T20:31:29Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4440</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4440"/>
		<updated>2023-08-08T20:20:39Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4439</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4439"/>
		<updated>2023-08-08T20:15:14Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4438</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4438"/>
		<updated>2023-08-08T20:11:02Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and other things. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4437</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4437"/>
		<updated>2023-08-08T20:07:21Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4436</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4436"/>
		<updated>2023-08-08T20:05:57Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4435</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4435"/>
		<updated>2023-08-08T19:58:57Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
This includes some things that there might be confusion about if used within spells or other areas.&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Mundane Attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | This is any attack that is non magical. Be it range or melee.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Magical Attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | This is any attacks made by magic. Be it a magical summoned weapon or a spell unless its stated to be a mundane attack within the spell.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Poisons work in different ways, usually damaging or weakening the user sometimes even paralyzing them (see paralyzed) each poison mentions its effects.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4429</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4429"/>
		<updated>2023-08-08T14:53:00Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
This includes some things that there might be confusion about if used within spells or other areas.&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Mundane Attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | This is any attack that is non magical. Be it range or melee.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Magical Attacks&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | This is any attacks made by magic. Be it a magical summoned weapon or a spell unless its stated to be a mundane attack within the spell.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | A poisoned creature takes 1 damage for 3 rounds unless stated otherwise. Additionally there can be other debuffs.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4428</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4428"/>
		<updated>2023-08-08T14:51:12Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* blank3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Keywords ==&lt;br /&gt;
This includes some things that there might be confusion about if used within spells or other areas.&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | A poisoned creature takes 1 damage for 3 rounds unless stated otherwise. Additionally there can be other debuffs.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4427</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4427"/>
		<updated>2023-08-08T14:47:58Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank3 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | A poisoned creature takes 1 damage for 3 rounds unless stated otherwise. Additionally there can be other debuffs.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4426</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4426"/>
		<updated>2023-08-08T14:47:29Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank3 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Poison&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | A poisoned creature takes 1 damage pr round. Additionally there can be other debuffs.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4425</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4425"/>
		<updated>2023-08-08T14:42:42Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Missing Limb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank3 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4424</id>
		<title>User:LastFallenAngel</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:LastFallenAngel&amp;diff=4424"/>
		<updated>2023-08-08T14:41:50Z</updated>

		<summary type="html">&lt;p&gt;LastFallenAngel: /* Missing Limb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Combat Rules ==&lt;br /&gt;
All rules regarding combat and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== blank1 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank2 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== blank3 ==&lt;br /&gt;
Blank&lt;br /&gt;
&lt;br /&gt;
== Missing Limb ==&lt;br /&gt;
If you missing a limb or more this is the area for you to look. Missing some limbs has a temp debuff whereas others have a permanent debuff. You can make prosthetics to fix some of the said debuffs through this will come with other debuffs from the prosthetics . You are able to regrow said limbs though how is for you to discover.&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Eye&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | For the first OOC week you will have a -2 on rolls based for spotting things. After this your rolls will go back to normal.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Eyes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing both eyes this will result in you having the 'Blindness' Effect at all times. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Arm&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing one arm will result in you having a -1 to your defense rolls ontop of being unable to use 2 handed weapons and range weapons. You are able to make a prosthetic arm.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Arms&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both arms will give you a -3 defense as you are unable to use your arms, only attack you can make is with your feet and head. You are able to make a prosthetic arm(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Hand&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | You are unable to use any 2 handed weapons this being melee and range. You also unable to hold anything in said hand. You are able to make a prosthetic hand.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Hands&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | Missing both hands will make you unable to use any held item and weapon. You are hover able to hold a shield if someone straps it to your arm. You are able to make prosthetic hand(s). &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Leg&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one leg you will have a -3 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic leg.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Legs&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both legs you will default to failing all Agility-based rolls such as dodging an attack. You are also only able to move 1 block per movement phase Nothing more nothing less. You are able to make a prosthetic leg(s).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing One Foot&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you are missing one foot you will have a -1 to agility on top of a -1 block movement in CRP. You are able to make a prosthetic Foot.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Missing Both Feet&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | If you're missing both feet you will have a -5 to agility-based rolls that's moving and dodging. You are also only able to move 4 blocks + 1d6 agility per movement phase Nothing more nothing less. You are able to make a prosthetic Foot(Feet).&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>LastFallenAngel</name></author>
	</entry>
</feed>