Aquamancy: Difference between revisions
(→Spells) |
(→Spells) |
||
Line 131: | Line 131: | ||
| | | | ||
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | {| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | ||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Icy Tundra | ||
|- | |- | ||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | | | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The target controls the water in the air around them, letting the water vapor in the air turn to ice immediately. Due to this unusual way of creating ice the surface is especially smooth, causing people to fall off balance while on the floor, and making people without shoes on have their feet feel really cold. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 16 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
Line 142: | Line 142: | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The caster | | The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well trained here. The caster can evade attacks on this ground better, gaining a +2 to any rolls to evade opponents spells and other attacks. Any opponent on this icy ground that rolls beneath a 5 when attacking, will slip, making them unable to attack this round and next round. | ||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The caster freezes their own feet, making them unable to move anywhere for 2 rounds of combat. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| Any opponent within range when the spell gets cast rolls a D20. If this is lower than the caster’s original roll, they are unable to move for one round of combat. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The grabbing effect only works when the opponent is standing on the floor. This spell does not go up walls. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | |||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Water Blast | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed, but slowly stabilises overtime. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 12 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| 25m / 25 Blocks | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| This ball of concentrated water has a damage falloff of a D1 per 5 blocks. The base damage of the ball is a D5, but after 5 blocks traveled it becomes a D4, after 10 blocks it becomes a D3, etc. | |||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The caster’s | | The ball of water retaliates, splashing into the caster’s face dealing 1 damage, while also looking really goofy. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| | | The blasts damage fall off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks a D4, etc. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| | | The caster cannot move closer to a target while it is not the casters turn. | ||
|} | |} | ||
|} | |} | ||
Line 225: | Line 248: | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 18 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 30 Blocks long, 10 Blocks wide | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| 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. | | 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 | 1 = Crabs, the caster rolls a D3 and adds said number to the base damage. | ||
2 = Squids, enemies hit by the spell are unable to move for D3 emotes. | 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 | 3 = Jellyfish, enemies are stung by jellyfish. The caster rolls a D3 roll to add said number to the base damage. | ||
4 = Pufferfish, the caster rolls a | 4 = Pufferfish, the caster rolls a D4 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 of poison damage to their base damage. The opponents get this poison damage for 2 rounds in a row. | ||
5 = Sharks, the caster rolls a | 5 = Sharks, the caster rolls a D8 and adds said number to their base damage. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The spell backfires and deals | | The caster’s spell backfires and deals D8 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen to have limbs bend in abnormal ways due to the strong currents moving over. Occasionally a shark could even bite a limb off. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
Line 250: | Line 273: | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| Any | | 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. | ||
|} | |} | ||
|} | |} |
Revision as of 17:37, 6 November 2021
|
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 | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 4 Sessions | 60 Minutes |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 2 Sessions | 30 Minutes |
Lvl 3 to Lvl 4 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Student | Water Blast | Underwater Breathing (5 Min) |
Lvl 2 - Spellweaver | Water Blast, Water Charmer | Underwater Breathing (7 Min) |
Lvl 3 - Wizard | Water Blast, Water Charmer, Icy Tundra, Solid Frost | Underwater Breathing (10 Min), the mage has a +1 spellcasting bonus. The mage unlocks the Purifying Prowess-Ability (One heal per Encounter). |
Lvl 4 - Warlock | Water Blast, Water Charmer, Icy Tundra, Solid Frost, Cloud Weaving | Underwater Breathing (15 Min), the mage has a +1 spellcasting bonus. The mage unlocks the Purifying Prowess-Ability (Two heals per Encounter). |
Lvl 5 - Tempestbringer | Water Blast, Water Charmer, Icy Tundra, Solid Frost, Cloud Weaving, Tide Caller | Underwater Breathing (20 Min), the mage has a +2 spellcasting bonus. The mage unlocks the Purifying Prowess-Ability (Three heals per Encounter). |
Limitations
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, which was called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.
Spells
|
|
|
|
|
|
Magic | |
---|---|
Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |