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| ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Aquatic blessing | | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Aquatic Blessing |
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| | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | Aquamancers are known for a rather unique ability, which allows them to survive in the crushing depths of the ocean. Using their magic to filter oxygen out of the surrounding waters, Aquamancers can stay underwater for far longer periods of time than most non-aquatic creatures. Next to such, they are seemingly able to remove any pressure from the water around them, removing the effect of it on their bodies. | | | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | Aquamancers are known for a rather unique ability, which allows them to survive in the crushing depths of the ocean. Using their magic to filter oxygen out of the surrounding waters, Aquamancers can stay underwater for far longer periods of time than most non-aquatic creatures. Next to such, they are seemingly able to remove any pressure from the water around them, removing the effect of it on their bodies. |
Revision as of 19:20, 29 October 2021
Aquamancy
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Classification
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Elemental Magic
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Energy Source
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Aros - The Endless Ocean
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Casting Method
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Catalyst - Aquamarine Gem
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Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favourite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumours state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly being taught at.
History
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favourite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn’t just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, travelling through ports and river civilizations as it found great use with the fishermen, sailors and merchants.
Learning and Teaching
While most people assume Aquamancy is a simple form of magic to learn Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers are often bringing them to frozen landscapes in which the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, in which they need to study the behaviour of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is then taught about the usage of their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water.
To reach level one, a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To get level two, the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of two sessions, each with a length of thirty minutes. After finally reaching level three, the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached, the cooldown is renewed and the mage will reach level five after an additional four weeks.
Level Increase
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Required Sessions
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Req .Session Length
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Lvl 0 to Lvl 1
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4 Sessions
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60 Minutes
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Lvl 1 to Lvl 2
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4 Sessions
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60 Minutes
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Lvl 2 to Lvl 3
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2 Sessions
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30 Minutes
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Lvl 3 to Lvl 4
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N/A
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N/A
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Lvl 5 to Lvl 5
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N/A
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N/A
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Progression
Level
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Unlocked Spells
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Abilities/Bonuses
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Lvl 1 - Student
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Aquatic Blessing, Water Charmer
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Underwater Breathing (5 Min)
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Lvl 2 - Spellweaver
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Aquatic Blessing, Water Charmer
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Underwater Breathing (7 Min)
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Lvl 3 - Wizard
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Aquatic Blessing, Water Charmer, Solid Frost
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Underwater Breathing (10 Min), You have a +1 spellcasting bonus.
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Lvl 4 - Warlock
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Aquatic Blessing, Water Charmer, Solid Frost, Cloud Weaving
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Underwater Breathing (15 Min), You have a +2 spellcasting bonus.
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Lvl 5 - Tempestbringer
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Aquatic Blessing, Water Charmer, Solid Frost, Cloud Weaving, Tide Caller
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Underwater Breathing (20 Min), You have a +3 spellcasting bonus.
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Limitations
While Aquamancy can be used to manipulate water, it can be actively used to drown someone. As soon as water, which was called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.
Spells
Aquatic Blessing
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Aquamancers are known for a rather unique ability, which allows them to survive in the crushing depths of the ocean. Using their magic to filter oxygen out of the surrounding waters, Aquamancers can stay underwater for far longer periods of time than most non-aquatic creatures. Next to such, they are seemingly able to remove any pressure from the water around them, removing the effect of it on their bodies.
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Casting Value
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N/A
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Range
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Selfcast
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Damage / Effect
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Allows the user to breathe underwater and remove water pressure on their body.
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Critical Failure
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N/A
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Critical Success
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N/A
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Red Lines
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The duration of the spell is based on the casters level.
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Water Charmer
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Aquamancers are capable of calling forth bodies of water, seemingly removing any gravitational limits from their summoned liquid. Most commonly, said water will take on the form of a tentacle or a simple bubble, which can then be forced into a variety of shapes and forms for further defensive or offensive usages.
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Casting Value
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8
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Range
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10m / 10 Blocks
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Damage / Effect
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When utilizing this spell, and it is a successful roll, the caster needs to roll a D5 to see how strong the impact is.
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Critical Failure
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The attack isn’t able to reach the target or misses the target, resulting in losing this attack.
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Critical Success
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Instead of rolling a D5 the caster is able to use a D7 roll instead.
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Red Lines
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The summoned water can’t be used to drown someone.
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Water Charmer
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Aquamancers are capable of calling forth bodies of water, seemingly removing any gravitational limits from their summoned liquid. Most commonly, said water will take on the form of a tentacle or a simple bubble, which can then be forced into a variety of shapes and forms for further defensive or offensive usages.
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Casting Value
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8
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Range
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10m / 10 Blocks
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Damage / Effect
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When utilizing this spell, and it is a successful roll, the caster needs to roll a D5 to see how strong the impact is.
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Critical Failure
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The attack isn’t able to reach the target or misses the target, resulting in losing this attack.
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Critical Success
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Instead of rolling a D5 the caster is able to use a D7 roll instead.
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Red Lines
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The summoned water can’t be used to drown someone.
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Solid Frost
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Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways, the simplest is making contact with an already present body of water, and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channeled cast, pulling water vapor from Aros. The second option is much slower, and has greater limits on the size and strength of the formed ice. This magic is mostly seen in a combat fashion, where spears of ice are formed in the casters hand and thrown. Yet, while the subform is mostly used for active combat, a trained caster could also use the water around them to form a protecting wall of ice, giving the magic a small amount of defensive usage.
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Casting Value
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12
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Range
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15m / 15 Blocks
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Damage / Effect
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When utilizing this spell, and it is a successful roll, the caster rolls a d5 to see how many spears of ice are created. Now they roll a d2 to see how many would hit the enemy (1 = Off, 2 = Hit). Lastly they roll a d5 to determine the damage each spear deals
If used in a defensive move, the caster rolls a d20 to determine the thickness of the ice wall. The rolled number determines how many damage points the wall can withstand.
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Critical Failure
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The spears turn into snow upon impact, only dealing a max. Of 1 dmg per hit.
If used in a defensive move, the wall can only withstand a singular hit.
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Critical Success
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Offensive: The caster rolls a d10 instead to determine the damage of each spear.
Defensive: The caster rolls a d30 instead of a d20 to determine the thickness of the ice wall.
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Red Lines
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Needs direct contact to existing OR summoned water to be used.
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Cloud Weaving
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Cloud Weaving is a subform that allows the user to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time, while the caster can manipulate the temperature of the fog. If cooling the fog down any objects or people within the fog will have the vaporized water cling to their skin, quickly freezing. At first exposure, this will simply cause them to become quite cold, though in time the ice will build up and slowly begin to form a solid layer around the specific body part or object. If heating the fog up the hot steam will start to boil the skin of the enemies. If keeping the temperature the same the fog can simply be used as a way of escape.
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Casting Value
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12
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Range
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20m / 20 Blocks
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Damage / Effect
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The caster rolls a D20 to determine the range of the cloud (1= Block, 20 = 20 Blocks). Now they can decide if they want to heat or cool the fog down. Rolling a D3 to decide how fast the temperature will change (1 = 1 Emote needed till temp. Is reached, 3 = 3 Emotes till temp. Is reached). For either form they can do a D15 roll to determine the damage, which will be dealt once the temperature is reached.
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Critical Failure
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The caster damages themself instead of an enemy. They need to do a D10 roll to determine your damage.
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Critical Success
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The caster needs to do a D20 roll to determine the damage dealt to their enemies.
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Red Lines
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The fog will vanish instantly once the caster leaves the area.
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Tide Call
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Amassing their energy, Aquamancers are capable of opening an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and seemingly flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.
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Casting Value
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14
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Range
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20m / 20 Blocks
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Damage / Effect
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The caster rolls a D20 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals, which are brought into Eden through this spell.
1 = Crabs, the caster rolls a D5 and adds said number to the base damage.
2 = Squids, enemies hit by the spell are unable to move for D3 emotes.
3 = Jellyfish, enemies are stung by jellyfish. The caster rolls a D5 roll to add said number to the base damage.
4 = Pufferfish, the caster rolls a D7 and adds said number to the base damage. Now they can do a D10 roll. If the roll is above 7 they can add 2 damage points of poison damage to their base damage.
5 = Sharks, the caster rolls a D12 and adds said number to their base damage.
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Critical Failure
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The spell backfires and deals D10 damage to the caster. The caster will also be covered in sea stars, blinding them for one emote turn.
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Critical Success
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The caster can add an additional +2 base damage to their attack.
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Red Lines
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Any summoned water and animals will vanish as soon as the caster leaves the area.
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