Aquamancy

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Aquamancy
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Classification Elemental Magic
Energy Source Aros - The Endless Ocean
Casting Method Catalyst - Aquamarine Gem

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

Water Blast
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.
Casting Value 12
Range 25m / 25 Blocks
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.
Critical Failure The ball of water retaliates, splashing into the caster’s face dealing 1 damage, while also looking really goofy.
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.
Red Lines The caster cannot move closer to a target while it is not the casters turn.


Water Charmer
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, to attack things the caster points at.
Casting Value 10
Range 15m / 15 Blocks
Damage / Effect The caster creates two balls or tentacles of water and tries to attack someone with them. Depending on which kind of attack is chosen, it has different effects.

When balls of water are created, the balls can be thrown having a range of 15 blocks. On impact, they do D2 damage. The target can be multiple but it does not have to. The target rolls a D20 against the caster’s roll.

When tentacles of water are created, the caster can attack two enemies within 5 blocks of them. When hit with one of these tentacles, they do a guaranteed 1 damage per tentacle. The caster cannot use both tentacles on one target.

Critical Failure The caster’s attack isn’t able to reach the target or misses the target, resulting in them losing this attack.
Critical Success Instead of rolling a D2 the user is now able to use a D3 roll instead.
Red Lines Once the ball or tentacle is fired, the caster has no control over it anymore, flinging off unknowingly.


Solid Frost
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.
Casting Value 12
Range 15m / 15 Blocks
Damage / Effect 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.

Critical Failure The spears turn into snow while in the air, making the spears do absolutely nothing.
Critical Success Offensive: The caster rolls a D4 instead to determine the damage of each spear.
Red Lines 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.


Cloud Weaving
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.
Casting Value 12
Range 20m / 20 Blocks
Damage / Effect 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.
Critical Failure The caster damages themself instead of an enemy. They need to do a D10 roll to determine their damage.
Critical Success The opponents are unable to see the caster while the fog is up, making their attack rolls have a -1.
Red Lines The fog will vanish instantly once the caster leaves the area.


Tide Call
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.
Casting Value 14
Range 20m / 20 Blocks
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.

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.

Critical Failure 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.
Critical Success The caster can add an additional +2 base damage to their attack.
Red Lines Any summoned water and animals will vanish as soon as the caster leaves the area.




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