Aquamancy: Difference between revisions
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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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|- | |- | ||
| rowspan="1" |Lvl 0 to Lvl 1 | | rowspan="1" |Lvl 0 to Lvl 1 | ||
| | |2 Sessions | ||
|Event | |Event at Hallowed Grounds | ||
|- | |- | ||
| rowspan="1" |Lvl 1 to Lvl 2 | | rowspan="1" |Lvl 1 to Lvl 2 | ||
| 4 Sessions | | 4 Sessions | ||
| 60 Minutes | | 60 Minutes. Proof in lore ticket. | ||
|- | |- | ||
| rowspan="1" |Lvl 2 to Lvl 3 | | rowspan="1" |Lvl 2 to Lvl 3 | ||
|4 Sessions | |4 Sessions | ||
| 60 Minutes | | 60 Minutes. Proof in lore ticket. | ||
|- | |- | ||
| rowspan="1" | Lvl 3 to Lvl 4 | | rowspan="1" | Lvl 3 to Lvl 4 | ||
| colspan="2" |Self-study | | colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times. | ||
|- | |- | ||
| rowspan="1" |Lvl 4 to Lvl 5 | | rowspan="1" |Lvl 4 to Lvl 5 | ||
| colspan="2" |Self-study | | colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times. | ||
|- | |- | ||
| rowspan="1" |Lvl 5 to Lvl 6 | | rowspan="1" |Lvl 5 to Lvl 6 | ||
| | |1 Session | ||
|Event at Hallowed Grounds | |||
|- | |- | ||
| rowspan="1" |Lvl 6 to Lvl 7 | | rowspan="1" |Lvl 6 to Lvl 7 | ||
| colspan="2" |Self-study | | colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times. | ||
|- | |- | ||
| rowspan="1" |Lvl 7 to Lvl 8 | | rowspan="1" |Lvl 7 to Lvl 8 | ||
| colspan="2" |Self-study | | colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times. | ||
|- | |- | ||
| rowspan="1" |Lvl 8 to Lvl 9 | | rowspan="1" |Lvl 8 to Lvl 9 | ||
| colspan="2" |Self-study | | colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times. | ||
|- | |- | ||
| rowspan="1" |Lvl 9 to Lvl 10 | | rowspan="1" |Lvl 9 to Lvl 10 | ||
| | |1 Session | ||
|Event at Hallowed Grounds | |||
|} | |} | ||
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up | 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. | ||
Bonding trials are still required to level up between | Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page. | ||
== Progression - Aquamancy == | == Progression - Aquamancy == | ||
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== Limitations == | == Limitations == | ||
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. | 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. | ||
== Bodily Changes == | |||
=== Frigumancy === | |||
==== Mandatory ==== | |||
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them. | |||
==== Optional ==== | |||
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. | |||
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. | |||
=== Marinamancy === | |||
==== Mandatory ==== | |||
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals. | |||
==== Optional ==== | |||
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. | |||
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side. | |||
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|Casting = 16 | |Casting = 16 | ||
|Range = Touch | |Range = Touch | ||
|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 | |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 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. | ||
|Fail = Nothing happens. | |Fail = Nothing happens. | ||
|Succ = Creatures heal D2+1 HP when they first enter the spring. | |Succ = Creatures heal D2+1 HP when they first enter the spring. | ||
|RedLines = | |RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water. | ||
}} | }} | ||
{{Spell | {{Spell | ||
|Name = Condensed Water | |Name = Condensed Water | ||
|Desc = The caster creates a ball of water from the | |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. | ||
|Level = 1 | |Level = 1 | ||
|Casting = 12 | |Casting = 12 | ||
|Range = Selfcast | |Range = Selfcast | ||
|Damage = The caster | |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. | ||
The | The summoned water can be used for any means outside of combat as well, such as drinking or dousing. | ||
|Fail = The | |Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds. | ||
|Succ = The | |Succ = The duration lasts for an extra round. | ||
|RedLines = | |RedLines = Only one condensed water ball may be active at the same time. | ||
}} | }} | ||
{{Spell | {{Spell | ||
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|Succ = The steed remains for 4 rounds. | |Succ = The steed remains for 4 rounds. | ||
|RedLines = | |RedLines = | ||
}} | |||
{{Spell | |||
|Name = Tide Breaker | |||
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. | |||
|Level = 2 | |||
|Casting = 13 | |||
|Range = Selfcast | |||
|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. | |||
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. | |||
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round. | |||
|Succ = The weapon's strike deals 4 damage instead of 3. | |||
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Level = 2 | |Level = 2 | ||
|Casting = 14 | |Casting = 14 | ||
|Range = 10 | |Range = 10 Meters [Radius] | ||
|Damage = The caster sends out many bubbles all around them. The creature closest to the caster within this area takes D3 damage, and all remaining targets | |Damage = The caster sends out many bubbles all around them In a 10m Radius. | ||
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. | |||
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage. | |||
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. | 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. | ||
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster. | |Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster. | ||
|Succ = The maximum target amount increases from 4 total to 6 total. | |Succ = The maximum target amount increases from 4 total to 6 total. | ||
|RedLines = | |RedLines = This spell has a cooldown of 1 round. | ||
This spell can maximum hit 4 people | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Level = 2 | |Level = 2 | ||
|Casting = 13 | |Casting = 13 | ||
|Range = 15 | |Range = 15 Meters | ||
|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. | |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. | ||
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves. | |Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves. | ||
|Succ = All creatures sucked into the vortex get dealt D2 damage. | |Succ = All creatures sucked into the vortex get dealt D2 damage. | ||
|RedLines = The starting position of the vortex can only be at the caster's position. | |RedLines = The starting position of the vortex can only be at the caster's position. | ||
This spell can also move diagonally through only 15 meters. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Level = 3 | |Level = 3 | ||
|Casting = 14 | |Casting = 14 | ||
|Range = 15 | |Range = 15 Meters | ||
|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 | |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. | ||
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes. | A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes. | ||
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|Succ = The steaming hot water stays on the target for the maximum time. | |Succ = The steaming hot water stays on the target for the maximum time. | ||
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen. | |RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen. | ||
}} | |||
{{Spell | |||
|Name = Blessed Waters | |||
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. | |||
|Level = 3 | |||
|Casting = 12 | |||
|Range = 10 meters. | |||
|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. | |||
|Fail = The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. | |||
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP. | |||
|RedLines = This spell has a cooldown of 1 round. | |||
}} | |||
{{Spell | |||
|Name = Liquid Limbs | |||
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs. | |||
|Level = 3 | |||
|Casting = 12 | |||
|Range = Selfcast | |||
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items. | |||
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. | |||
If the caster lacks arms, this spell allows them to use weapons and items. | |||
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls. | |||
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms. | |||
|Succ = The limbs will extend their range by 6 blocks instead. | |||
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|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. | |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. | ||
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round. | |Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round. | ||
|Succ = The caster, while in this form, also gains +6 meters additional movement. | |Succ = The caster, while in this form, also gains +6 meters of additional movement. | ||
|RedLines = No slipping through walls or similar. The caster is near invisible in this form. | |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. | ||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 18 | |Casting = 18 | ||
|Range = Selfcast | |Range = Selfcast | ||
|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. | |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. | |||
|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. | |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. | ||
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls. | |Succ = The copy is a little more balanced and only experiences a -1 on all rolls. | ||
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks. | |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. | ||
}} | }} | ||
{{Spell | {{Spell | ||
|Name = Aros Manifestation | |Name = Aros Manifestation | ||
|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 | |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 coral within the ocean cuts open those within while the summoned water aids the caster with casting any spells. | ||
|Level = 5 | |Level = 5 | ||
|Casting = 20 | |Casting = 20 | ||
|Range = | |Range = 20 meters | ||
|Damage = The caster creates a giant piece of the ocean | |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 being cut open by the coral 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. | ||
|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. | |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. | ||
|Succ = The | |Succ = The effects last for the maximum duration. | ||
|RedLines = This spell can only be cast once every OOC week. A | |RedLines = This spell can only be cast once every OOC week. A Gamemaster has to be present for the cast. | ||
}} | }} | ||
}} | }} | ||
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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. | 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. | ||
This | This pane also works like a mirror in addition to its other effects. | ||
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster. | |Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster. | ||
|Succ = The pane, when expended, uses both effects on the attacking creature. | |Succ = The pane, when expended, uses both effects on the attacking creature. | ||
|RedLines = A maximum of 1 pane may exist with the caster at once. | |RedLines = A maximum of 1 pane may exist with the caster at once. | ||
}} | }} | ||
{{Spell | |||
|Name = Puff of Snow | |||
|Desc = The caster creates powdered snow, throwing it at people. | |||
|Level = 1 | |||
|Casting = 13 | |||
|Range = 10 meters | |||
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff. | |||
|Fail = The snow freezes, making the caster unable to move for 1 round. | |||
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead. | |||
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow. | |||
}} | |||
{{Spell | |||
|Name = Sliding Frost | |||
|Desc = The caster forms ice on their own feet to move around the battlefield quickly. | |||
|Level = 1 | |||
|Casting = 9 | |||
|Range = Selfcast | |||
|Damage = The caster channels power from aros through their tear creating ice skates on the casters feet, gaining 4 meters additional movement for D3+1 rounds. | |||
|Fail = The caster fails to form the ice around their feet, taking 1 damage from it. | |||
|Succ = The caster forms extra slippery ice gaining 4 meters additional movement for D3+2. | |||
|RedLines = The Movement bonus gained from this spell does not stack with other spells. | |||
}} | |||
{{Spell | {{Spell | ||
|Name = Ice Maiden's Kiss | |Name = Ice Maiden's Kiss | ||
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|Succ = The target gets frozen and damaged for D3+1 rounds instead. | |Succ = The target gets frozen and damaged for D3+1 rounds instead. | ||
|RedLines = Frozen targets can still attack if a target is in range. | |RedLines = Frozen targets can still attack if a target is in range. | ||
Any Pyromancy spell or Fire will end the duration early. | |||
}} | |||
{{Spell | |||
|Name = Frigustasis | |||
|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. | |||
|Level = 2 | |||
|Casting =13 | |||
|Range = 7 meters | |||
|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. | |||
Once per turn, the person trapped inside the ice can roll a Strength check with a DC of 15 to break out of the ice and end the spell's effect early. This uses their action for the turn. | |||
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. | |||
|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. | |||
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds. | |||
|RedLines = Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. | |||
The ice won't break from attacks unless melted. | |||
}} | }} | ||
{{Spell | {{Spell | ||
|Name = Icy Tundra | |Name = Icy Tundra | ||
|Desc = The target controls the water in the air around them, immediately letting the water | |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. | ||
|Level = 2 | |Level = 2 | ||
|Casting = 14 | |Casting = 14 | ||
|Range = 15 meters | |Range = 15 meters | ||
|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 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. | |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. | ||
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat. | |Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat. | ||
|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. | |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. | ||
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{{Spell | {{Spell | ||
|Name = Solid Frost | |Name = Solid Frost | ||
|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 | |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. | ||
|Level = 3 | |Level = 3 | ||
|Casting = 12 | |Casting = 12 | ||
|Range = 15 meters | |Range = 15 meters | ||
|Damage = Roll a | |Damage = Roll a 2D2 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 D2 damage and freezes the target's feet for 1 round, halting movement. | ||
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 Gamemaster's digression. | |||
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster. | |||
|Succ = The caster rolls a D3 instead to determine the damage of each spear projectile. | |||
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. | |||
The | The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early. | ||
To dodge an incoming spear you will have to roll intelligence. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Range = 10 meters | |Range = 10 meters | ||
|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. | |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. | ||
|Fail = The caster's hands freeze, unable to | |||
|Succ = The wall | This wall will also only last for 1d3+1 rounds if not broken beforehand. | ||
|Fail = The caster's hands freeze, unable to use their hands for 1 round. | |||
|Succ = The wall is extra strong and lasts the max amount of time. | |||
|RedLines = | |RedLines = | ||
}} | }} | ||
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|Casting = 16 | |Casting = 16 | ||
|Range = 12 meters | |Range = 12 meters | ||
|Damage = The caster uses the water to make a very thin blade, and then | |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. | ||
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage. | |Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage. | ||
|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. | |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. | ||
|RedLines = The arc stops | |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. | ||
}} | }} | ||
{{Spell | {{Spell | ||
|Name = Cloud Weaving | |Name = Cloud Weaving | ||
|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. | |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. | ||
|Level = 4 | |Level = 4 | ||
|Casting = 12 | |Casting = 12 | ||
|Range = | |Range = 10 meters [Radius] | ||
|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: | |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: | ||
1= Freezing: The fog applies a 4 meter slow. | 1= Freezing: The fog applies a 4-meter slow. | ||
2= | 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. | ||
3= Ambient: The fog applies blindness. | 3= Ambient: The fog applies blindness. | ||
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog. | The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog. | ||
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only. | |Fail = The caster is afflicted by their own fog but still has to roll a D3, applying the chosen effect onto themselves only. | ||
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3. | |Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3. | ||
|RedLines = The fog will vanish instantly once the caster leaves the area. | |RedLines = The fog will vanish instantly once the caster leaves the area. | ||
}} | |||
{{Spell | |||
|Name = Frost Wave | |||
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies. | |||
|Level = 4 | |||
|Casting = 16 | |||
|Range = 10 meters | |||
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position. | |||
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round. | |||
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn. | |||
|Succ = The wave hits the enemy’s so hard, they take +1 damage. | |||
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 18 | |Casting = 18 | ||
|Range = 5 meters | |Range = 5 meters | ||
|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 | |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. | ||
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early. | The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early. | ||
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|RedLines = Any Frigumancer is unable to be frozen this way. | |RedLines = Any Frigumancer is unable to be frozen this way. | ||
A | A Gamemaster has to be present for the casting of this spell. This spell can only be cast once every OOC week. | ||
}} | }} | ||
}} | }} | ||
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|Casting = 14 | |Casting = 14 | ||
|Range = Selfcast | |Range = Selfcast | ||
|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 | |Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 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 dealing 1 damage. | |||
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation. | |Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation. | ||
|Succ = The caster gains +4 meters movement. | |Succ = The caster gains +4 meters movement. | ||
|RedLines = The caster cannot cast while riding the wave. | |RedLines = The caster cannot cast while riding the wave. | ||
This spell ends if the caster isn't within range of their tear | |||
You can't damage the same person more than once each turn | |||
}} | |||
{{Spell | |||
|Name = Pressure of the Sea | |||
|Desc = A weakening ray of briny salt water. | |||
|Level = 1 | |||
|Casting = 12 | |||
|Range = 15 meters | |||
|Damage = The caster quickly coats the target in salt water and uses it to make them feel the pressure of the deep sea. The target is paralyzed for D2 rounds and the salt water weakens the target's defenses, giving them a -3 debuff to their defense. | |||
|Fail = The salt water coats the caster instead, paralyzing them for 1 round. | |||
|Succ = The effect lasts for D2+1 rounds instead. | |||
|RedLines = N/A | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 15 | |Casting = 15 | ||
|Range = 3 meters | |Range = 3 meters | ||
|Damage = The caster | |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. | ||
|Fail = The caster inflicts 2 damage upon themselves. | |Fail = The caster inflicts 2 damage upon themselves. | ||
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster. | |Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster. | ||
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{{Spell | {{Spell | ||
|Name = Tortoise Scales | |Name = Tortoise Scales | ||
|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 | |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. | ||
|Level = 3 | |Level = 3 | ||
|Casting = 10 | |Casting = 10 | ||
|Range = Self | |Range = Self | ||
|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 | |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. | ||
|Fail = The scales don’t form a shield and fall to the ground, useless. | |Fail = The scales don’t form a shield and fall to the ground, useless. | ||
|Succ = The scales grant a +3 boost and 2 meters slow instead. | |Succ = The scales grant a +3 boost and 2 meters slow instead. | ||
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|Level = 4 | |Level = 4 | ||
|Casting = 16 | |Casting = 16 | ||
|Range = | |Range = 20 meters | ||
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster. | |Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster. | ||
If a pufferfish hits a target creature, they receive D2 damage and are | If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round. | ||
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 are | 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. | ||
The | The paralyzed duration does not stack with each pufferfish hitting the same target. | ||
|Fail = The caster is stung by their pufferfish mid-summon, | |Fail = The caster is stung by their pufferfish mid-summon, paralyzing themselves for D2 rounds. | ||
|Succ = An extra pufferfish is summoned. | |Succ = An extra pufferfish is summoned. | ||
|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. | |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. | ||
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|Casting = 16 | |Casting = 16 | ||
|Range = Selfcast | |Range = Selfcast | ||
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, | |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. | ||
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage. | |Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage. | ||
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command. | |Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command. | ||
|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. | |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. | ||
}} | |||
{{Spell | |||
|Name = Sea Dragon’s Wrath | |||
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe. | |||
|Level = 4 | |||
|Casting = 15 | |||
|Range = 15 meters. | |||
|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. | |||
|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. | |||
|Succ = The spell deals maximum damage. | |||
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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3 = Jellyfish, enemies are shocked for D3 rounds. | 3 = Jellyfish, enemies are shocked for D3 rounds. | ||
4 = Pufferfish, enemies are | 4 = Pufferfish, enemies are paralyzed for D3 rounds. | ||
5 = Sharks, 2d2 is added to the spell's damage. | 5 = Sharks, 2d2 is added to the spell's damage. | ||
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|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. | |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. | ||
Attempting to cast this spell can only be done once per OOC week and requires | Attempting to cast this spell can only be done once per OOC week and requires Gamemaster supervision. | ||
}} | }} | ||
}} | }} | ||
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|Range = Touch | |Range = Touch | ||
|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. | |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. | ||
|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. | |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. | ||
}} | }} | ||
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|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. | |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. | ||
|Range = Self | |Range = Self | ||
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. | |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. | ||
|RedLines = | |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. | ||
}} | }} | ||
Latest revision as of 01:29, 11 March 2024
Aquamancy | |
---|---|
Classification | Elemental Magic |
Energy Source | Aros, the realm of Water |
Casting Method | Catalyst - Aquamarine Gem |
Additional Paths | Frigumancy · Marinamancy |
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.
History
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.
Learning and Teaching
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.
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.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 2 Sessions | Event at Hallowed Grounds |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes. Proof in lore ticket. |
Lvl 2 to Lvl 3 | 4 Sessions | 60 Minutes. Proof in lore ticket. |
Lvl 3 to Lvl 4 | Self-study. Show proof of self-study in lore ticket 3 times. | |
Lvl 4 to Lvl 5 | Self-study. Show proof of self-study in lore ticket 4 times. | |
Lvl 5 to Lvl 6 | 1 Session | Event at Hallowed Grounds |
Lvl 6 to Lvl 7 | Self-study. Show proof of self-study in lore ticket 6 times. | |
Lvl 7 to Lvl 8 | Self-study. Show proof of self-study in lore ticket 8 times. | |
Lvl 8 to Lvl 9 | Self-study. Show proof of self-study in lore ticket 10 times. | |
Lvl 9 to Lvl 10 | 1 Session | Event at Hallowed Grounds |
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.
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.
Progression - Aquamancy
Base Spell Progression
Level | Grimoire Slots | Abilities/Bonuses |
Lvl 1 - Novice | 2 lvl 1 spells. | No spellcasting bonuses. |
Lvl 2 - Spellweaver | 3 lvl 1 spells. | +1 spellcasting bonus. |
Lvl 3 - Sorcerer | 4 lvl 1 spells, 2 lvl 2 spells. | +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability. |
Lvl 4 - Magus | 4 lvl 1 spells, 3 lvl 2 spells | +1 spellcasting bonus. |
Lvl 5 - Aros Seer | 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. | +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer. |
Progression - Frigumancy
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.
Level | Grimoire Slots | Abilities/Bonuses |
Lvl 6 - Frigu Student | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. | +2 spellcasting bonus. |
Lvl 7 - Spellweaver | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell | +2 spellcasting bonus. |
Lvl 8 - Frigumancer | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells | +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability. |
Lvl 9 - Magus | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell | +3 spellcasting bonus. |
Lvl 10 - Frigularis | 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells | +4 spellcasting bonus. |
Progression - Marinamancy
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
Level | Grimoire Slots | Abilities/Bonuses |
Lvl 6 - Marina Student | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. | +2 spellcasting bonus. |
Lvl 7 - Spellweaver | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell | +2 spellcasting bonus. |
Lvl 8 - Marinamancer | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells | +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability. |
Lvl 9 - Magus | 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell | +3 spellcasting bonus. |
Lvl 10 - Marinaris | 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells | +4 spellcasting bonus. |
Limitations
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.
Bodily Changes
Frigumancy
Mandatory
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.
Optional
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings.
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others.
Marinamancy
Mandatory
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.
Optional
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids.
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.
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 stabilizes over time. | |
Level | 1 |
Casting Value | 8 |
Range | 25 meters |
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. |
Critical Failure | The ball of water retaliates, splashing into the caster’s face and dealing 1 damage. |
Critical Success | 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. |
Red Lines |
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 or as a rope to tie something up. | |
Level | 1 |
Casting Value | 10 |
Range | 8 meters |
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. |
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). |
Spring of Life | |
The caster makes a body of water heal minor injuries when drunk from or bathed in. | |
Level | 1 |
Casting Value | 16 |
Range | Touch |
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 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. |
Critical Failure | Nothing happens. |
Critical Success | Creatures heal D2+1 HP when they first enter the spring. |
Red Lines | The caster cannot create a body of water for this spell, only bless existing bodies of water. |
Condensed Water | |
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. | |
Level | 1 |
Casting Value | 12 |
Range | Selfcast |
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.
The summoned water can be used for any means outside of combat as well, such as drinking or dousing. |
Critical Failure | The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds. |
Critical Success | The duration lasts for an extra round. |
Red Lines | Only one condensed water ball may be active at the same time. |
Steed of Tides | |
The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield. | |
Level | 2 |
Casting Value | 12 |
Range | 5 meters |
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. |
Critical Failure | The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round. |
Critical Success | The steed remains for 4 rounds. |
Red Lines |
Tide Breaker | |
The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. | |
Level | 2 |
Casting Value | 13 |
Range | Selfcast |
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.
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. |
Critical Failure | The water rushes too swiftly, straining it so the user cannot use said arm for one round. |
Critical Success | The weapon's strike deals 4 damage instead of 3. |
Red Lines | The spell is capable of forcibly disengaging enemies by knocking them out of melee range. |
Impact Bubbles | |
The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches. | |
Level | 2 |
Casting Value | 14 |
Range | 10 Meters [Radius] |
Damage | The caster sends out many bubbles all around them In a 10m Radius.
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. If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage. 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. |
Critical Failure | The bubbles explode while the caster makes them, dealing D2 damage to the caster. |
Critical Success | The maximum target amount increases from 4 total to 6 total. |
Red Lines | This spell has a cooldown of 1 round.
This spell can maximum hit 4 people |
Vortex | |
The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex. | |
Level | 2 |
Casting Value | 13 |
Range | 15 Meters |
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. |
Critical Failure | The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves. |
Critical Success | All creatures sucked into the vortex get dealt D2 damage. |
Red Lines | The starting position of the vortex can only be at the caster's position.
This spell can also move diagonally through only 15 meters. |
Boiling Point | |
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. | |
Level | 3 |
Casting Value | 14 |
Range | 15 Meters |
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.
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes. |
Critical Failure | The caster becomes drenched in hot water, taking D2 damage from it. |
Critical Success | The steaming hot water stays on the target for the maximum time. |
Red Lines | This spell can change the appearance of the creature hit by burn marks if they allow it to happen. |
Blessed Waters | |
The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. | |
Level | 3 |
Casting Value | 12 |
Range | 10 meters. |
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. |
Critical Failure | The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. |
Critical Success | The spell lasts a little longer, allowing the target to heal for 2D2 HP. |
Red Lines | This spell has a cooldown of 1 round. |
Liquid Limbs | |
The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs. | |
Level | 3 |
Casting Value | 12 |
Range | Selfcast |
Damage | Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. If the caster lacks arms, this spell allows them to use weapons and items. The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls. |
Critical Failure | The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms. |
Critical Success | The limbs will extend their range by 6 blocks instead. |
Red Lines | The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts. |
Misty Form | |
The caster becomes one with the mist, unable to get hit while becoming incredibly fast. | |
Level | 3 |
Casting Value | 16 |
Range | Selfcast |
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. |
Critical Failure | A puff of fog blocks the caster's vision, making them defenseless for 1 round. |
Critical Success | The caster, while in this form, also gains +6 meters of additional movement. |
Red Lines | 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. |
Like Two Drops of Water | |
The caster manipulates water to become an additional copy of themselves. | |
Level | 4 |
Casting Value | 18 |
Range | Selfcast |
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. |
Critical Failure | 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. |
Critical Success | The copy is a little more balanced and only experiences a -1 on all rolls. |
Red Lines | 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. |
Aros Manifestation | |
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 coral within the ocean cuts open those within while the summoned water aids the caster with casting any spells. | |
Level | 5 |
Casting Value | 20 |
Range | 20 meters |
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 being cut open by the coral 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. |
Critical Failure | 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. |
Critical Success | The effects last for the maximum duration. |
Red Lines | This spell can only be cast once every OOC week. A Gamemaster has to be present for the cast. |
Frigumancy Spells
Reflective Pane | |
The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact. | |
Level | 1 |
Casting Value | 13 |
Range | Selfcast |
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.
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage. 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. This pane also works like a mirror in addition to its other effects. |
Critical Failure | The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster. |
Critical Success | The pane, when expended, uses both effects on the attacking creature. |
Red Lines | A maximum of 1 pane may exist with the caster at once. |
Puff of Snow | |
The caster creates powdered snow, throwing it at people. | |
Level | 1 |
Casting Value | 13 |
Range | 10 meters |
Damage | The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff. |
Critical Failure | The snow freezes, making the caster unable to move for 1 round. |
Critical Success | The snow is soft and bountiful, forming 2D2 puffs instead. |
Red Lines | One person may only be targeted a maximum of by 2 puffs of snow. |
Sliding Frost | |
The caster forms ice on their own feet to move around the battlefield quickly. | |
Level | 1 |
Casting Value | 9 |
Range | Selfcast |
Damage | The caster channels power from aros through their tear creating ice skates on the casters feet, gaining 4 meters additional movement for D3+1 rounds. |
Critical Failure | The caster fails to form the ice around their feet, taking 1 damage from it. |
Critical Success | The caster forms extra slippery ice gaining 4 meters additional movement for D3+2. |
Red Lines | The Movement bonus gained from this spell does not stack with other spells. |
Ice Maiden's Kiss | |
The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill. | |
Level | 2 |
Casting Value | 8 |
Range | 10 meters |
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. |
Critical Failure | The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster. |
Critical Success | The target gets frozen and damaged for D3+1 rounds instead. |
Red Lines | Frozen targets can still attack if a target is in range.
Any Pyromancy spell or Fire will end the duration early. |
Frigustasis | |
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. | |
Level | 2 |
Casting Value | 13 |
Range | 7 meters |
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.
Once per turn, the person trapped inside the ice can roll a Strength check with a DC of 15 to break out of the ice and end the spell's effect early. This uses their action for the turn. 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. |
Critical Failure | 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. |
Critical Success | The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds. |
Red Lines | Pyromancy spells of the same level or higher can melt statis, freeing the person inside early.
The ice won't break from attacks unless melted. |
Icy Tundra | |
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. | |
Level | 2 |
Casting Value | 14 |
Range | 15 meters |
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. |
Critical Failure | The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat. |
Critical Success | 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. |
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: 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. | |
Level | 3 |
Casting Value | 12 |
Range | 15 meters |
Damage | Roll a 2D2 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 D2 damage and freezes the target's feet for 1 round, halting movement.
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 Gamemaster's digression. |
Critical Failure | The spear goes unstable exploding in the casters hands dealing D2 damage to the caster. |
Critical Success | The caster rolls a D3 instead to determine the damage of each spear projectile. |
Red Lines | Lockpicks cannot be created using this spell due to their intricate and complex nature.
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early. To dodge an incoming spear you will have to roll intelligence. |
Wall of Ice | |
The caster creates a wall of ice. | |
Level | 3 |
Casting Value | 16 |
Range | 10 meters |
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.
This wall will also only last for 1d3+1 rounds if not broken beforehand. |
Critical Failure | The caster's hands freeze, unable to use their hands for 1 round. |
Critical Success | The wall is extra strong and lasts the max amount of time. |
Red Lines |
Frozen Arc | |
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. | |
Level | 3 |
Casting Value | 16 |
Range | 12 meters |
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. |
Critical Failure | The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage. |
Critical Success | 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. |
Red Lines | 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. |
Cloud Weaving | |
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. | |
Level | 4 |
Casting Value | 12 |
Range | 10 meters [Radius] |
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:
1= Freezing: The fog applies a 4-meter slow. 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. 3= Ambient: The fog applies blindness. The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog. |
Critical Failure | The caster is afflicted by their own fog but still has to roll a D3, applying the chosen effect onto themselves only. |
Critical Success | The caster can choose the fog's form, and it lasts for 4 rounds instead of 3. |
Red Lines | The fog will vanish instantly once the caster leaves the area. |
Frost Wave | |
The Frigumancer creates a monstrous wave of ice, barelling toward their enemies. | |
Level | 4 |
Casting Value | 16 |
Range | 10 meters |
Damage | The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round. |
Critical Failure | While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn. |
Critical Success | The wave hits the enemy’s so hard, they take +1 damage. |
Red Lines | Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out. |
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 | |
Level | 4 |
Casting Value | 18 |
Range | 5 meters |
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.
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early. |
Critical Failure | The dome shatters before it can fully generate, causing the caster to lose 4 HP. |
Critical Success | The sanctuary remains active for D2+3 rounds. |
Red Lines |
Permafrost | |
The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius. | |
Level | 5 |
Casting Value | 20 |
Range | 20 meters |
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. |
Critical Failure | 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. |
Critical Success | The range of the freezing becomes 30 meters, and lasts for an additional round. |
Red Lines | Any Frigumancer is unable to be frozen this way.
A Gamemaster has to be present for the casting of this spell. This spell can only be cast once every OOC week. |
Marinamancy Spells
Wave Rider | |
The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip. | |
Level | 1 |
Casting Value | 14 |
Range | Selfcast |
Damage | The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 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 dealing 1 damage. |
Critical Failure | The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation. |
Critical Success | The caster gains +4 meters movement. |
Red Lines | The caster cannot cast while riding the wave.
This spell ends if the caster isn't within range of their tear You can't damage the same person more than once each turn |
Pressure of the Sea | |
A weakening ray of briny salt water. | |
Level | 1 |
Casting Value | 12 |
Range | 15 meters |
Damage | The caster quickly coats the target in salt water and uses it to make them feel the pressure of the deep sea. The target is paralyzed for D2 rounds and the salt water weakens the target's defenses, giving them a -3 debuff to their defense. |
Critical Failure | The salt water coats the caster instead, paralyzing them for 1 round. |
Critical Success | The effect lasts for D2+1 rounds instead. |
Red Lines | N/A |
Flash Flood | |
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. | |
Level | 2 |
Casting Value | 15 |
Range | 12 meters |
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. |
Critical Failure | The spell fails to manifest. |
Critical Success | The spell travels 16 meters instead. |
Red Lines |
Sea Serpents Snap | |
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. | |
Level | 2 |
Casting Value | 15 |
Range | 3 meters |
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. |
Critical Failure | The caster inflicts 2 damage upon themselves. |
Critical Success | The Serpent is exceptionally large and reaches up to 5 meters away from the caster. |
Red Lines |
Tangled Tentacles | |
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. | |
Level | 3 |
Casting Value | 14 |
Range | 6 meters |
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:
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. 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. |
Critical Failure | Only one tendril is summoned, wrapping around the caster making them stunned for 1 round. |
Critical Success | The tendrils remain for an extra round. |
Red Lines | The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting. |
Tortoise Scales | |
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. | |
Level | 3 |
Casting Value | 10 |
Range | Self |
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. |
Critical Failure | The scales don’t form a shield and fall to the ground, useless. |
Critical Success | The scales grant a +3 boost and 2 meters slow instead. |
Red Lines | The scales or shield cannot be used for anything but defending against an attack. |
Animalistic Assault | |
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. | |
Level | 4 |
Casting Value | 16 |
Range | 20 meters |
Damage | 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round. 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. The paralyzed duration does not stack with each pufferfish hitting the same target. |
Critical Failure | The caster is stung by their pufferfish mid-summon, paralyzing themselves for D2 rounds. |
Critical Success | An extra pufferfish is summoned. |
Red Lines | 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. |
Voco Aquatis | |
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. | |
Level | 4 |
Casting Value | 16 |
Range | Selfcast |
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. |
Critical Failure | The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage. |
Critical Success | The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command. |
Red Lines | 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. |
Sea Dragon’s Wrath | |
The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe. | |
Level | 4 |
Casting Value | 15 |
Range | 15 meters. |
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. |
Critical Failure | 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. |
Critical Success | The spell deals maximum damage. |
Red Lines | The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight. |
Tide Call | |
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. | |
Level | 5 |
Casting Value | 20 |
Range | 30 meters |
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.
1 = Crabs, D2 is added to the spell's damage. 2 = Squids, enemies are blinded for D3 rounds. 3 = Jellyfish, enemies are shocked for D3 rounds. 4 = Pufferfish, enemies are paralyzed for D3 rounds. 5 = Sharks, 2d2 is added to the spell's damage. |
Critical Failure | 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. |
Critical Success | The spell deals maximum base damage, and the caster can choose from the D5 summons. |
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.
Attempting to cast this spell can only be done once per OOC week and requires Gamemaster supervision. |
Additional Abilities
Purifying Prowess | |
The caster gets the purifying ways of water under their full control, able to heal themselves and allies. | |
Range | Touch |
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. |
Red Lines | 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. |
Aquatic Blessing (Marinamancy only) | |
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. | |
Range | Self |
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. |
Red Lines | The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through. |
Icy Mold (Frigumancy only) | |
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. | |
Range | Self |
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. |
Red Lines | 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. |
Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |