Aquamancy: Difference between revisions
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{| 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;" | Water Blast | ||
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| 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 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. | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 12 | ||
|- | |- | ||
| 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 | ||
| | | 25m / 25 Blocks | ||
|- | |- | ||
| 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 | ||
| | | 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. | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| | | The ball of water retaliates, splashing into the caster’s face dealing 1 damage, while also looking really goofy. | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| | | 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. | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| The | | The caster cannot move closer to a target while it is not the casters turn. | ||
|} | |} | ||
|} | |} |
Revision as of 17:27, 6 November 2021
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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 | 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
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |