Aquamancy: Difference between revisions

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|Event at Hallowed Grounds
|Event at Hallowed Grounds
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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 and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.
|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
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|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.
|RedLines = This spell has a cooldown of 1 round.
|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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{{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 drowns those within while aiding the caster with casting any spells.
|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 = 20 meters
|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 drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.
|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 initial spellcasting effects last for 3 rounds instead of 1.
|Succ = The effects last for the maximum duration.
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.
|RedLines = This spell can only be cast once every OOC week. A Gamemaster has to be present for the cast.
}}
}}
}}
}}
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|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
{{Spell
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|Level = 2
|Level = 2
|Casting =13
|Casting =13
|Range = 10 meters
|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.  
|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.  
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.  
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|Casting = 12
|Casting = 12
|Range = 15 meters
|Range = 15 meters
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.
|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 loremaster's digression.
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.
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.
|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.  
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.  


The freezing stat does not stack.
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.
To dodge an incoming spear you will have to roll intelligence.
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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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|RedLines = Any Frigumancer is unable to be frozen this way.
|RedLines = Any Frigumancer is unable to be frozen this way.


A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.
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 this wave will remain for D3 rounds.  
|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.


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.


This wave of water knocks any creature it passes over down stunning them for 1 round and deals 1 damage.
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move.
|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
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
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 snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.
|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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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.
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 stacks with each pufferfish hitting the same target.
The paralyzed duration does not stack with each pufferfish hitting the same target.
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.
|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, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting 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.
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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 Loremaster's supervision.
Attempting to cast this spell can only be done once per OOC week and requires Gamemaster supervision.
}}
}}
}}
}}

Latest revision as of 01:29, 11 March 2024

Aquamancy
AquamancyPNG.png
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

Frigumancy Spells

Marinamancy Spells

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