Aquamancy: Difference between revisions

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! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | [Spell Name]
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Voco Aquatilis
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| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description]
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | 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.
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value
| [Casting Value]
| 16
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range
| [Range]
| Selfcast
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect
| [Effect]
| The mage summons a group of dolphins (D3 to determine the number of dolphins) to aid him to move through the water. The caster can ride one dolphin at a time, but he can attach a rope to other dolphins to enable them to help. Depending on how many dolphins the mage has to help, his movement speed increases by +3 per dolphin. (1 Dolphin: +3, 5 Dolphins, +15)
 
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure
| [Event in case of Critical Failure]
| The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success
| [Event in case of Critical Success]
| The mage rolls a D5 rather than a D3 to see how many dolphins they may command.
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines
| [Red Lines]
| The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the dolphins cannot move farther than 35 blocks from the coast.
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Revision as of 15:11, 13 February 2022

Aquamancy
Missing.png
Classification Elemental Magic
Energy Source Aros - The Endless Ocean
Casting Method Catalyst - Aquamarine Gem

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 favourite 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 rumours 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 being taught at.


History

Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favourite 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, travelling through ports and river civilizations as it found great use with the fishermen, sailors and merchants.


Learning and Teaching

While most people assume Aquamancy is a simple form of magic to learn 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 are often bringing them to frozen landscapes in which the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, in which they need to study the behaviour of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is then taught about the usage of their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water.

To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.


Level Increase Required Sessions Req .Session Length (OOC)
Lvl 0 to Lvl 1 4 Sessions 60 Minutes
Lvl 1 to Lvl 2 4 Sessions 60 Minutes
Lvl 2 to Lvl 3 2 Sessions 30 Minutes
Lvl 3 to Lvl 4 N/A 2 Weeks
Lvl 4 to Lvl 5 N/A 2 Weeks

Progression - Aquamancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - [Name] [Spells] +0
Lvl 2 - [Name] [Spells] +1
Lvl 3 - [Name] [Spells] +1
Lvl 4 - [Name] [Spells] +2
Lvl 5 - [Name] [Spells] +3 The caster can now choose a path.

Progression - Frigumancy

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - [Name] [Spells] +3
Lvl 2 - [Name] [Spells] +3
Lvl 3 - [Name] [Spells] +4
Lvl 4 - [Name] [Spells] +4
Lvl 5 - [Name] [Spells] +5

Progression - Marinamancy

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - [Name] [Spells] +3
Lvl 2 - [Name] [Spells] +3
Lvl 3 - [Name] [Spells] +4
Lvl 4 - [Name] [Spells] +4
Lvl 5 - [Name] [Spells] +5

Limitations

While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, which was 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.


Spells

Base Spells

Water Blast
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 stabilises overtime.
Casting Value 12
Range 25 Meters
Damage / Effect This ball of concentrated water has a damage falloff of a D1 per 5 blocks. The base damage of the ball is a D5, but after 5 blocks traveled it becomes a D4, after 10 blocks it becomes a D3, etc.
Critical Failure The ball of water retaliates, splashing into the caster’s face dealing 1 damage, while also looking really goofy.
Critical Success The blasts 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.
Red Lines The caster cannot move closer to a target while it is not the casters turn.


Liquid Lasso
Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals etc. or simply as a rope to tie something up.
Casting Value 10
Range 8
Damage / Effect Upon successfully casting the spell, a lasso is formed for the caster to use. The lasso cannot be used as a weapon, but as a way of tying someone up. 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 can roll against the caster’s effectiveness roll two times per round.
Critical Failure The spell wraps around the caster’s arm, giving him -1 on attacks for one round.
Critical Success The lasso can reach up to 12 blocks far.
Red Lines The lasso can’t be used to attack someone (No whipping or strangling).


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


Spells - Frigumancy

Icy Tundra
The target controls the water in the air around them, letting the water vapor in the air turn to ice immediately. 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.
Casting Value 14
Range 15 Blocks
Damage / Effect The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well trained here. The caster can evade attacks on this ground better, gaining a +2 to any rolls to evade opponents spells and other attacks.
Critical Failure The caster freezes their own feet, making them unable to move anywhere for 2 rounds of combat.
Critical Success Any opponent within range when the spell gets cast rolls a D20. If this is lower than the caster’s original roll, they slip and receive 1 damage.
Red Lines -


Solid Frost
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, the simplest is 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 channeled cast, pulling water vapor 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 a combat fashion, where weapons of ice are formed mid air, while being flung at a great momentum magically.
Casting Value 12
Range 15 Blocks
Damage / Effect When utilizing this spell, and it is a successful roll, roll a d5 to see how many spears of ice are created. The caster can choose a separate target for every spear, not being able to send two at one target, while every target rolls a D20 to see if the spear hits them. The caster needs to roll a D3 to determine the damage each spear deals.

The caster also has the option to wield one of these as a weapon, having a base damage of 1. This effect takes one weapon away from the amount that was created.

The caster could also use this spell to create a small object of different use, like a hammer, saw or an axe for example. This cannot be too complicated and is up to a loremaster’s digression.

Critical Failure The spears turn into snow while in the air, making the spears do absolutely nothing.
Critical Success Offensive: The caster rolls a D4 instead to determine the damage of each spear.
Red Lines Needs direct contact to existing OR summoned water to be used. Lockpicks cannot be created using this spell due to their intricate and complex nature.


Cloud Weaving
Cloud Weaving is a subform that allows the user 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. If cooling the fog down any objects or people within the fog will have the vaporized water cling to their skin, quickly freezing. At first exposure, this will simply cause them to become quite cold, though in time the ice will build up and slowly begin to form a solid layer around the specific body part or object. If heating the fog up the hot steam will start to boil the skin of the enemies. If keeping the temperature the same the fog can simply be used as a way of escape.
Casting Value 12
Range 20 Blocks
Damage / Effect The caster rolls a D20 to determine the range of the cloud (1 = 1 Block, 20 = 20 Blocks). Now they can decide if they want to heat or cool the fog down. Rolling a D3 to decide how fast the temperature will change (1 = 1 Emote needed till temp. Is reached, 3 = 3 Emotes till temp. Is reached). For either form they can do a D5 roll to determine the damage, which will be dealt once the temperature is reached.
Critical Failure The caster damages themself instead of an enemy. They need to do a D10 roll to determine their damage.
Critical Success The opponents are unable to see the caster while the fog is up, making their attack rolls have a -1.
Red Lines The fog will vanish instantly once the caster leaves the area.


The Ice Maiden's Kiss.
The spellcaster breathes forth purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.
Casting Value 8
Range 10 Blocks
Damage / Effect Targets of this spell cannot move for D3 turns. On top of that they get 1 damage per turn that they are frozen.
Critical Failure The spell backfires, stunning the caster for 1 turn and doing 1 damage to the caster.
Critical Success The target gets frozen and damaged for D4 turns instead.
Red Lines Stunned targets can still attack if a target is in range.


Frost Sanctuary
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
Casting Value 18
Range 5 Blocks
Damage / Effect The spellcaster creates a barrier around themselves and everyone in range, making them unable to move, but while they are within the dome, they cannot be attacked, giving them time to heal. The sanctuary remains active for D3 rounds.
Critical Failure The dome shatters before it can fully generate. The spell has no effect.
Critical Success The sanctuary remains active for D4 rounds.
Red Lines Opponents can try to break into the sanctuary by rolling a D20. If they roll above 18, the dome shatters.


Spells - Marinamancy

[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


Tangled Tentacles
The caster summons up to three octopuses out of a nearby body of water/his tear and makes them wrap all around the target’s body, binding them in place.
Casting Value 16
Range 8 Meters
Damage / Effect The caster rolls a D3 to see how many rounds the target is bound for. The captured target then has one chance to break out of the trapping each round through rolling D18 against the caster’s effectiveness roll.
Critical Failure Only one octopus is summed, and that ends up squirting ink into the caster’s face, blinding them for one round. (Blinding: -5 on attack rolls, -3 on defensive rolls)
Critical Success The octopus will latch onto their target for D4 rounds instead.
Red Lines The creatures summoned are incapable of being used in any other way, and will dissolve once the mage stops casting. Additionally, the creatures are only capable of capturing one person at a time.


Voco Aquatilis
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.
Casting Value 16
Range Selfcast
Damage / Effect The mage summons a group of dolphins (D3 to determine the number of dolphins) to aid him to move through the water. The caster can ride one dolphin at a time, but he can attach a rope to other dolphins to enable them to help. Depending on how many dolphins the mage has to help, his movement speed increases by +3 per dolphin. (1 Dolphin: +3, 5 Dolphins, +15)
Critical Failure The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.
Critical Success The mage rolls a D5 rather than a D3 to see how many dolphins they may command.
Red Lines The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the dolphins cannot move farther than 35 blocks from the coast.


Tide Call
Amassing their energy, Aquamancers are capable of opening 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 seemingly 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.
Casting Value 20
Range 30 Blocks long, 10 Blocks wide
Damage / Effect The caster rolls a D10 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals, which are brought into Eden through this spell.

1 = Crabs, the caster rolls a D3 and adds said number to the base damage.

2 = Squids, enemies hit by the spell are blinded for D3 emotes. (Blinding: -5 on offensive, -3 on defensive rolls)

3 = Jellyfish, enemies are stung by jellyfish. The caster rolls a D5 roll to add said number to the base damage.

4 = Pufferfish, the caster rolls a D3 and adds said number to the base damage. Now they can do a D10 roll. If the roll is above 5 they can add D2 damage of poison damage to their base damage. The opponents get this poison damage for 3 rounds in a row.

5 = Sharks, the caster rolls a D8 and adds said number to their base damage.

Critical Failure The caster’s spell backfires and deals D8 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 to have limbs bend in abnormal ways due to the strong currents moving over. Occasionally a shark could even bite off a limb.
Critical Success The caster can add an additional +2 base damage to their attack.
Red Lines 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.

Pufferfish poison cannot take a player out, when at 1 HP the poison will not damage the player. Attempting to cast this spell can only be done once per OOC week and requires Loremaster supervision.


Additional Effects

Aquatic Blessing
The caster gains the ability to breathe underwater for long amounts of time, giving them an extra edge in water bound combat. If underwater, their speed is also twice as fast as their regular walking speed, being able to outswim people running, and occasionally even horses.

Also, when the caster reaches level 5, and is drenched in water, be it by a pond, rain, river or anything, they gain extreme control over the water surrounding them. They gain a +1 in spellcasting for 3 rounds per combat situation. This means that after the 3 rounds have gone by this effect will fade and cannot be used again.

With these supernatural abilities comes a weird side effect, which makes the hair of a water mage appear to float, like their hair was all underwater. Due to this effect watercaster’s usually keep their hair in buns, ponytails or just generally short, so that it does not float everywhere. The ends of their hair does appear to look a little blue and see through, which may be why the hair “floats” this way.


Purifying Prowess
The caster gets the purifying ways of water under their full control, being able to heal themselves and allies while in combat. Every time the caster gains more control over it, their amount of heals increases. The healing that takes place restores d3 health, be it for the caster themself or a target of choice. Only one of these heals can be used per round of combat, but it does not require the caster’s action to be wasted, meaning they can still cast another spell.

Outside of combat, this spell can easily heal cuts and bruises, and sometimes even bigger cuts. Amputated limbs, if within minutes, can be put back on using 3 of these healing charges, be it that both the body and limb can be connected, but the caster will immediately after lose consciousness. Life threatening wounds, such as a puncture of the heart, fracture of the skull and or a giant cut in one's gut. Cannot be healed by this spell.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None