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 obtain 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. Each day one session can be held by the teacher/been received by the student. 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. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.
Level Increase
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Required Sessions
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Req .Session Length (OOC)
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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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2 Weeks
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Lvl 4 to Lvl 5
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N/A
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2 Weeks
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Progression - Aquamancy
Base Spell Progression
Level
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Unlocked Spells
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Abilities/Bonuses
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Lvl 1 - [Name]
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Water Blast
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No spellcasting bonuses
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Lvl 2 - [Name]
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Water Blast
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+1 spellcasting bonus
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Lvl 3 - [Name]
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Water Blast, Liquid Lasso
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+1 spellcasting bonus. The caster unlocks the Purifying Prowess ability.
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Lvl 4 - [Name]
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Water Blast, Liquid Lasso, Steed of Tides
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+2 spellcasting bonus
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Lvl 5 - [Name]
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Water Blast, Liquid Lasso, Steed of Tides
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+3 spellcasting bonus. The caster can now choose a path.
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Progression - Frigumancy
Level
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Unlocked Spells
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Abilities/Bonuses
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Lvl 1 - [Name]
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Icy Tundra
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+3 spellcasting bonus
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Lvl 2 - [Name]
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Icy Tundra, Solid Frost
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+3 spellcasting bonus
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Lvl 3 - [Name]
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Icy Tundra, Solid Frost, Cloud Weaving
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+4 spellcasting bonus. The caster unlocks the [..] ability.
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Lvl 4 - [Name]
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Icy Tundra, Solid Frost, Cloud Weaving, The Ice Maiden's Kiss
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+4 spellcasting bonus
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Lvl 5 - [Name]
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Icy Tundra, Solid Frost, Cloud Weaving, The Ice Maiden's Kiss, Frost Sanctuary
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+5 spellcasting bonus
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Progression - Marinamancy
Level
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Unlocked Spells
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Abilities/Bonuses
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Lvl 1 - [Name]
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Tortoise Scales
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+3 spellcasting bonus
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Lvl 2 - [Name]
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Tortoise Scales, Animalistic Assault
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+3 spellcasting bonus
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Lvl 3 - [Name]
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Tortoise Scales, Animalistic Assault, Tangled Tentacles
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+4 spellcasting bonus. The caster unlocks the Aquatic Blessing ability.
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Lvl 4 - [Name]
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Tortoise Scales, Animalistic Assault, Tangled Tentacles, Voco Aquatilis
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+4 spellcasting bonus
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Lvl 5 - [Name]
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Tortoise Scales, Animalistic Assault, Tangled Tentacles, Voco Aquatilis, Tide Call
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+5 spellcasting bonus
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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
Base Spells
Water Blast
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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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Casting Value
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8
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Range
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25 Blocks
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Damage / Effect
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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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Critical Failure
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The ball of water retaliates, splashing into the caster’s face dealing 1 damage, while also looking really goofy.
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Critical Success
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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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Red Lines
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The caster cannot move closer to a target while it is not the casters turn.
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Liquid Lasso
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Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals etc. or simply as a rope to tie something up.
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Casting Value
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10
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Range
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8 Blocks
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Damage / Effect
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Upon successfully casting the spell, a lasso is formed for the caster to use. The lasso cannot be used as a weapon, but as a way of tying someone up. 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 can roll against the caster’s effectiveness roll two times per round.
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Critical Failure
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The spell wraps around the caster’s arm, giving him -1 on attacks for one round.
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Critical Success
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The lasso can reach up to 12 blocks far.
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Red Lines
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The lasso can’t be used to attack someone (No whipping or strangling).
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Steed of Tides
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The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.
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Casting Value
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12
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Range
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5 Blocks
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Damage / Effect
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The speed of the person riding the watery steed is 15 Blocks for D3 turns.
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Critical Failure
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The steed dissolves moments after it being summoned, making its rider fall to the ground. The rider cannot move for 1 turn.
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Critical Success
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The steed remains for D4 turns.
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Red Lines
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This spell cannot be used on players that are mounted.
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Spells - Frigumancy
Icy Tundra
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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.
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Casting Value
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14
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Range
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15 Blocks
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Damage / Effect
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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.
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Critical Failure
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The caster freezes their own feet, making them unable to move anywhere for 2 rounds of combat.
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Critical Success
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Any opponent within range when the spell gets cast rolls a D20. If this is lower than the caster’s original roll, they slip and receive 1 damage.
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Red Lines
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-
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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 weapons of ice are formed mid air, while being flung at a great momentum magically.
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Casting Value
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12
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Range
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15 Blocks
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Damage / Effect
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When utilizing this spell, and it is a successful roll, roll a d5 to see how many spears of ice are created. The caster can choose a separate target for every spear, not being able to send two at one target, while every target rolls a D20 to see if the spear hits them. The caster needs to roll a D3 to determine the damage each spear deals.
The caster also has the option to wield one of these as a weapon, having a base damage of 1. This effect takes one weapon away from the amount that was created.
The caster could also use this spell to create a small object of different use, like a hammer, saw or an axe for example. This cannot be too complicated and is up to a loremaster’s digression.
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Critical Failure
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The spears turn into snow while in the air, making the spears do absolutely nothing.
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Critical Success
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Offensive: The caster rolls a D4 instead to determine the damage of each spear.
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Red Lines
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Needs direct contact to existing OR summoned water to be used. Lockpicks cannot be created using this spell due to their intricate and complex nature.
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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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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 = 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 D5 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 their damage.
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Critical Success
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The opponents are unable to see the caster while the fog is up, making their attack rolls have a -1.
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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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The Ice Maiden's Kiss.
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The spellcaster breathes forth purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.
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Casting Value
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8
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Range
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10 Blocks
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Damage / Effect
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Targets of this spell cannot move for D3 turns. On top of that they get 1 damage per turn that they are frozen.
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Critical Failure
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The spell backfires, stunning the caster for 1 turn and doing 1 damage to the caster.
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Critical Success
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The target gets frozen and damaged for D4 turns instead.
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Red Lines
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Stunned targets can still attack if a target is in range.
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Frost Sanctuary
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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
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Casting Value
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18
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Range
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5 Blocks
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Damage / Effect
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The spellcaster creates a barrier around themselves and everyone in range, making them unable to move, but while they are within the dome, they cannot be attacked, giving them time to heal. The sanctuary remains active for D4 rounds.
Opponents can try to break into the sanctuary by rolling a D18. If they roll above the caster's effectiveness roll, the dome shatters.
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Critical Failure
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The dome shatters before it can fully generate, causing the caster to be wounded instead. Due to the comparatively weak drawback of the spell, the caster will not be wounded permanently and instead lose 4 HP.
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Critical Success
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The sanctuary remains active for D5 rounds.
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Red Lines
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The dome cannot be melted, neither by conventional nor magical fire.
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Spells - Marinamancy
Tortoise Scales
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The user is capable of conjuring a turtle’s scales and using 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. The shield is used like a regular shield, but +1 stronger.
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Casting Value
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10
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Range
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Selfcast
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Damage / Effect
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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 +1 stronger. It can endure blocking D3 damage.
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Critical Failure
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The scales don’t form a shield and simply fall to the ground, being useless.
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Critical Success
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The scales are bound together more tightly, making the shield endure D4 damage instead.
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Red Lines
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The scales or shield cannot be used for anything but defending an attack.
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Animalistic Assault
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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.
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Casting Value
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16
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Range
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15 Meters
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Damage / Effect
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Pufferfish are flung in the general direction of the caster's victim. To see where they hit, the caster rolls D3:
1: The pufferfish hit two blocks left of the target.
2: The pufferfish hit the target, which can still defend or dodge.
3: The pufferfish hit two blocks right of the target.
When the target or other players are hit by the pufferfish, they recieve D5 damage.
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Critical Failure
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The pufferfish are flung out in the completely wrong direction, hitting in the exact opposite direction the target is standing.
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Critical Success
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More pufferfish are summoned, making the target recieve D7 instead of D5 damage.
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Red Lines
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The pufferfish cannot be eaten or used in any other way but the direct attack. They will disappear as soon as the mage stops casting.
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Tangled Tentacles
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The caster summons up to three octopuses out of a nearby body of water/his tear and makes them wrap all around the target’s body, binding them in place.
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Casting Value
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14
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Range
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6 Meters
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Damage / Effect
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The caster rolls a D3 to see how many rounds the target is bound for. The captured target then has one chance to break out of the trapping each round through rolling D18 against the caster’s effectiveness roll.
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Critical Failure
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Only one octopus is summed, and that ends up squirting ink into the caster’s face, blinding them for one round. (Blinding: -5 on attack rolls, -3 on defensive rolls)
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Critical Success
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The octopus will latch onto their target for D4 rounds instead.
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Red Lines
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The creatures summoned are incapable of being used in any other way, and will dissolve once the mage stops casting. Additionally, the creatures are only capable of capturing one person at a time.
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Voco Aquatilis
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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.
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Casting Value
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16
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Range
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Selfcast
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Damage / Effect
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The mage summons a group of dolphins (D3 to determine the number of dolphins) to aid him to move through the water. The dolphins stay for D4 rounds. The caster can ride one dolphin at a time, but he can attach a rope to other dolphins to enable them to help. Depending on how many dolphins the mage has to help, his movement speed increases by +3 per dolphin. (1 Dolphin: +3, 5 Dolphins, +15)
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Critical Failure
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The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.
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Critical Success
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The mage rolls a D5 rather than a D3 to see how many dolphins they may command.
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Red Lines
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The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the dolphins cannot move farther than 35 blocks from the coast.
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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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20
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Range
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30 Blocks long, 10 Blocks wide
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Damage / Effect
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The caster rolls a D10 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 D3 and adds said number to the base damage.
2 = Squids, enemies hit by the spell are blinded for D3 emotes. (Blinding: -5 on offensive, -3 on defensive rolls)
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 D3 and adds said number to the base damage. Now they can do a D10 roll. If the roll is above 5 they can add D2 damage of poison damage to their base damage. The opponents get this poison damage for 3 rounds in a row.
5 = Sharks, the caster rolls a D8 and adds said number to their base damage.
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Critical Failure
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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 off a limb.
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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 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.
Pufferfish poison cannot take a player out, when at 1 HP the poison will not damage the player.
Attempting to cast this spell can only be done once per OOC week and requires Loremaster supervision.
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Additional Effects
Aquatic Blessing
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The caster gains the ability to breathe underwater for long amounts of time, giving them an extra edge in water bound combat. If underwater, their speed is also twice as fast as their regular walking speed, being able to outswim people running, and occasionally even horses.
Also, when the caster reaches level 5, and is drenched in water, be it by a pond, rain, river or anything, they gain extreme control over the water surrounding them. They gain a +1 in spellcasting for 3 rounds per combat situation. This means that after the 3 rounds have gone by this effect will fade and cannot be used again.
With these supernatural abilities comes a weird side effect, which makes the hair of a water mage appear to float, like their hair was all underwater. Due to this effect watercaster’s usually keep their hair in buns, ponytails or just generally short, so that it does not float everywhere. The ends of their hair does appear to look a little blue and see through, which may be why the hair “floats” this way.
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Purifying Prowess
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The caster gets the purifying ways of water under their full control, being able to heal themselves and allies. The healing that takes place restores D2 health, be it for the caster themself or a target of choice. Only one of these heals can be used per round of combat, as any other action.
Outside of combat, this spell can easily heal cuts and bruises, and sometimes even bigger cuts. Amputated limbs, if within minutes, can be put back on using three of these healing charges, be it that both the body and limb can be connected, but the caster will immediately after lose consciousness. Life threatening wounds, such as a puncture of the heart, fracture of the skull and or a giant cut in one's gut cannot be healed by this spell.
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