Water Magic is the magic of the runic element, water. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the fire element.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Affinities: Liquid, Desert

Months: Yayannie, Marpegoth

Water Magic is magic that involves the manipulation of the water element. Those born under the runic element of water would use water magic as magic. Water Magic is categorized into the following: Aquamancy and Dehydramancy.

  • Aquamancy focuses most on purifying, healing, and supporting, however there are some attack spells. Offensive aquamancy magic tends to be mostly concentrated or forced water or ice magic. It's affinity is water.
  • Dehydramancy is the pulling away of water. It is the power of creating terrible thirsts and droughts. It's affinity is desert.
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1) Water Affinities

Those born under the element of water will have a stronger affinity to one of two aspects of water. Those aspects are water and desert.

Water is the most iconic and well known aspect of water magic. It is the very aspect of water itself, of the sea, ice, and even the rain. Water governs aquamancy's power of healing and support. Through water, one might heal a wound, restore one to life, or freeze one in their tracks. These are your aquamancers. Those with the water affinity are very patient and willing to compromise on their short term goals to better meet their long term goals.

Desert is the opposite of water, and some might find it confusing that it is an aspect of water magic at all. Desert is the aspect or state of things without water, and pulling water away from an environment is as much about aquamancy as is manipulating the water. Through the aspect of the desert, a spell caster can cause hallucinations, illusions, and desperation enough to control others. Desert is the aspect that governs Dehydramancy.  Those with the desert affinity are your emotional vampires, your psychopaths and narcissists. They put up a front of being like water and very moving, but it is usually an act for them.

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2) Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Water: to use minor water manipulations you must have a Runic Soul greater than 10 and have mastered at least one aquamancy spell. Then you can cause small manipulations like fill water containers, move water, and so forth. The degree of control needed will determine how much runic soul you need to have.

Desert: to use minor desert manipulations you must have a Runic Soul greater than 10 and have mastered at least one dehydramancy spell. Then you can cause small manipulations like dissipate water, dry out meat, and so forth. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Water Magic

In the elemental magic of Water Magic, there are two iconic symbols. They are the Sea and the Glacier. These symbols are said to be the very source of water magic, even though like all elemental magic in Nor'Ova, water magic is conducted not by incantations or potions, but by manipulating the element of water to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Water Magic, the Sea symbolizes the light aspect while the Glacier represents the dark aspect.

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4) Environmental Effects on Water Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of water magic:

  • In watery places or places where there is a lot of water element present - such as swamps or when its raining - water magic effects are increased by x 1.25, except in dehydramancy where its effects are decreased by x 0.75.
  • In hot and dry  places such as deserts, water magic effects are decreased by x 0.75, except with dehydramancy where its effects are increased by x 1.25.
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5) The Soul of Water

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of water is that of the great and legendary master of the seas, the Leviathan. The various affinities have their own minor soul that they connect to.

  • Water: The affinity soul of water is the Sea. The sea allows you to absorb 1d20% of any and all water magic cast upon you to restore you HP, SA, or EP with. You must decide to use your affinity soul, and can only do so once per round.
  • Desert: The affinity soul of desert is the Scorpion. Every time they have a critical hit with their magic, their target(s) are inflicted with dehydration for 1d4 rounds.

The water soul of the Leviathan can be reached when the one born under water has mastered 5 water spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when one is terrified for his or her life, or when the aquamancer is driven to bitter rage. Should any of those conditions exist, the aquamancer gets a 10% chance to awaken his or her runic soul. Doing so would bring forth a terrifying tsunami that would push away all enemies within three spaces of the aquamancer, and fuel the aquamancer with greater power by doubling his or her melee, throw, bow, and magic power and making all attacks - magical and physical, instant crits for the next 2d4 rounds. If the aquamancer's reason for fear is being near death, the aquamancer will be fully restored. If the aquamancer's reason for rage is the death of an ally, said ally will be returned to the world of the living. For the awakening to happen, a true reason must exist to throw the aquamancer into a state of deep fear or deep rage, which is up to the GM. However, the empathy talent can cause this state to exist faster, and any spell that causes fear on the aquamancer could bring about this awakening.

This chance does increase as your connection to water increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Water Magic Progression Grid

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7) Water Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Aqua Seed This is a part of the Aqua Seed spell chain and rune stone. In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 4d12 points of damage. Aqua Pull: With this manipulation, you hit the target with an aqua seed, only to pull back at the last minute. This causes the aqua seed spell to do double damage. Ice Spear: With this spell after you pull back on the Aqua Seed to cause Aqua Pull, you freeze it creating a frozen spear of ice. The Ice Spear pierces the target doing an extra 2d20 points of physical magic damage, 20% piercing. Ice Nails: After you smash the frozen Ice Spear into the target, you lift up your arms raising the shattered bits of ice. They sharpen and reform into frozen, icy nails. In all, there are five nails. All at once they jab into the body of the target doing an additional 2d20 points of damage. They wait and jab into the target again the next round, doing another 2d20 points of damage, before finally melting. Both attacks are 10% piercing. Weapon Effect 10 SA, +10 SA per additional level 1, +0.5 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Polar Mount This is part of the Distortion spell chain and rune stone. With this manipulation you summon a massive polar bear. You may ride this bear. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the polar bear turns into a small puddle. This spell cannot be cast in battle but the polar bear can be road into battle. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 20 SA 2 next to caster

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Armor of the Submerged This is part of the Distortion spell chain and rune stone. When this spell is created the target are wrapped in a thick layer of water. When the target is attacked by anything, some of the water leaps off of your body and smashes into whatever caused the damage, animate or not, dealing 12d20 points of damage with each attack. Cold Heart: This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions and renders all offensive and magic power to be decreased by 10%. Gift of the Rapids: This spell appears to have no immediate effect when it is created. A swirl of water surrounds the target, but seems harmless. The first thing that attacks the target with a melee attack is suddenly assaulted by the swirling water doing 3d% points of damage to that enemy. At the end of the beating the enemy is lifted and thrown behind the protected target, causing the enemy to lose a round. Warrior of the Currents: With this spell your chosen target becomes a warrior for the waters. The target is gifted with 50 defense and double the attack value of the target's melee weapon. The target's EP, SA, and HP is also doubled. The target is completely armored. The target is immune to all water based attacks, magical or done by water enchanted items. Armor Effect 40 SA, +10 SA per additional level 4, +1 per additional level 1 target or self

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Cloud Sight This is part of the Distortion spell chain and rune stone. With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. True Reflection: This manipulation lets you see through the reflection of water which can reveal illusions. This spell purges the affected area of all illusions by sending a thin layer of magical water across the area. Illusions that the waters reach disappear or reveal what is being hidden. Corrective Proprioception: The effects of this spell allow you or your enchanted ally to to get a second attempt on any failed skill, spell, or stat check with a 4d12 bonus. N/A: Only 3 levels with this spell. Armor Effect - Helmet only 20 SA, +10 SA per additional level 2, +1 per additional level depends on level

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Dark Fog This is a part of the Distortion spell chain and rune stone. You create this spell to have a curtain of fog hang over the battlefield. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 2d% damage. The Dark Fog will make Hit Chance rolls to hit every target, ally and enemy, and everyone will need to make a resist check to avoid Visual Instability. The user of this spell, is unaffected. Allies can have the caster's Runic Soul as a bonus to their Evade if the caster spends an extra 10 SA at casting. Tainted Waters: Within the Dark Fog you create a flood of blackish sickly water. The waters are 4 feet deep, and only affect land based enemy targets. Those touched by the water must make resist checks with your Runic Soul as a penalty to not get poisoned. Should they get poisoned, they lose 2d20 HP per round until cured or dead. The waters avoids you and your allies, going around you instead. Rising Blood: This horrid manipulation summons fresh blood from underneath the feet of the targets as the tainted water recedes. The blood-formed hands struggle to grab their opponents as they drip and reform before the eyes of those in the spell. Every enemy must make a speed check with your Runic Soul as a penalty to see if they get caught. If they get caught the target is knocked down and is held face down in the blood. The target must then roll a 1d6 each round until freed, with 6 equaling the target being knocked unconscious for the remainder of the battle. The target may be saved if the hand is knocked free by another target or with a successful strength check. Flood of the Dead Waters: After the Rising Blood attacks all of the enemies, magic encases everyone on the battlefield into what seems like a glass container. Water fills in mixing with the blood and fills it completely but everyone can breathe in it. Combat is done while swimming. There is one skeleton per enemy target swimming in this water, serving the user of this spell. The skeletons do 12d20 points of damage with each attack. All normal, melee attacks done by your allies, the enemies, and yourself are decreased by 20%. Only melee attacks and spells can be used. Remember, the Dark Fog is still active as well. N/A 40 SA, +10 SA per additional level 4.5, +1 per additional level battlefield

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Desert's Thirst This is a part of the Scorpion Jab spell chain and rune stone. This spell pulls away all the moisture from the target's mouth and throat. This causes the target to lose half its movement rate and do 25% less physical damage while also causing 8d12 damage per round. If the target has no access to drink, the target receives 12d12 damage per round. Deadman's Thirst: This increases the damage caused by dehydration by an additional 4d12. Also this makes it so that no amount of liquid can quench this thirst, it must run its course. Desperate Desires: The effect of this dark spell is to cause the target to get so thirsty that the target will stop attacking and try to satisfy its thirst anyway it can. It will drink all of its water if it has any. It will then drink all of its potions the next round. And for the third round, it will harm itself attempting to drink its own blood before sense returns to the target. Open the spell for more information. Hypernatraemia: This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d10 uses of water to reverse the spell. By the third round if the target has failed to do so, the target is dead. If the target kills the spell caster, the spell will end. As this is technically a status effect, dispel or death of magic will not end its effects. Weapon Effect 20 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Desert's Warding This is in the Purify spell chain and rune stone. This manipulation places a warding around you or 1 target which repels 75% of all water magic damage. Mace of Water's Bane: This spell summons a great mace to be the weapon of the target with Desert's Warding. This mace deals 10d20 plus runic energy damage as well as inflicts Desert's Thirst on the target with each critical hit (however the effects don't compound - only one desert thirst at a time). Finally, the mace will remove any water protective spells from the target. You can use mace or bashing weapon skills with this mace. Harbinger of Doom: This spell turns the target with Desert's Warding into an agent of the parched desert, a terrible chimera. This gives you your runic speed per head (3 heads), as well as making you immune to all water and fire based attacks. You are also granted 100% DR%, 25 Defense yet your armor will not protect you in this form nor can you hold any weapons. Every physical attack you do deals 1d20 poison damage that does compound to any existing poison damage as well as the damage of Mace of Water's Bane. N/A: Only 3 levels with this spell. Armor Effect 40 SA, +10 SA per additional level 4, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Distortion This is a part of the Distortion spell chain and rune stone. Distortion causes water to form on the target's eyes. The water distorts the vision of the target, making it difficult to see anything correctly. The target then has Visual Instability for the next four rounds. This gives a penalty of 10 to the target's Hit Chance and makes Hit Targeting unusable. Glimmering Hope: This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing, one being the target of Distortion. Each shot does 3d20 points of damage. Hallucinations of Hope: With this spell the three targets hit by Glimmering Hope have the water pulled away from them dehydrating them, causing the targets to experience hallucinations. These hallucinations are that of hope, of friends and allies rallying to the target's aide and of success. Meanwhile while experiencing these visions, the targets are dazed. The targets can make a resist check with a 10 point penalty to avoid the effects of this spell. N/A: Only 3 levels with this spell. Weapon Effect 10 SA, +10 SA per additional level 1, +0.5 per additional level 1 to 3 targets

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Frozen Lake This is part of the Soak spell chain and rune stone. You create a sheet of ice on the floor. When someone decides to move, they will end up one hex farther than they declared. If two targets meet at the same hex, they bump into each other and fall down. If someone slides off the ice, they fall down. Every attack received pushes the target back one hex. You, the user, are not affected. Sub-Zero Desert: This spell instantly freezes the battlefield into a sub-zero desert. All fire spells instantly go out. All water spells instantly freeze. Any liquids exposed freeze. The ground becomes frozen permafrost. Yourself and your allies must make a Fortitude check, if you succeed you will be spared from the frozen temperatures. If you fail, you will not. Enemies can make a fortitude check but with a 30 point penalty. Those who fail find themselves freezing to death, receiving 1d% magic damage per round plus frostbite status effect. The terrain effects of Frozen Lake apply as well. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. N/A 20 SA, +20 SA per additional level 2, +2 per additional level battlefield

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Glacier's Armor This is a part of the Soak spell chain and rune stone. Using the dark power of the Glacier, you create a suit of armor made from glacial ice for yourself or a target you wish to protect. This armor halves all physical damage done to the protected target and blocks all water magic damage. It is worn and works with your regular armor. Glacier's Flail: Using the dark power of the Glacier, you create a flail of ice that sprout from your hand that is given to the recipient of Glacier's Armor. The flails do 80 points of magic damage per hit. The flail has a range of 5 spaces, and can attack up to 3 targets, with the damage divided among the targets hit. You can continue to do other things, including cast spells, while gifted with this magical weapon. Glacier's Force: Casting this spell places a beneficial boon on the recipient of Glacier's Armor. The target receives a boost in their melee, throw, and bow power of 50 as well as the ability to knock down whomever the target attacks. The spell appears to be a blueish glow over the body of the target. Typhoon's Child: You create a copy of yourself in the form of water vapor for this spell. The copy can cast any spell that you can cast, but only does half the damage that you do. You can only have one copy. You can decide which spells you want the child to cast. The child can cast these spells without any stat costs. Typhoon’s Child cannot be physically attacked. The child can only cast magic. Armor Effect 30 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Glacier's Icy Prison This is a part of the Aqua Seed spell chain and rune stone. With this spell you encase the target in a large globe of pure ice. The globe can take 3d% + caster's Runic Energy points of damage before breaking. Any fire based attack does double damage to the globe. For any damage done to the globe, half of it is done to the prisoner, even if done by the prisoner from inside. After four rounds, the prisoner loses all will to be freed. If freed the target is stunned for 1 round. Level 2 Upgrade: +1d% cage HP Level 3 Upgrade: +1d% cage HP Level 4 Upgrade: +1d% cage HP N/A 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Mermaid's Gasp This is part of the Scorpion Jab spell chain and rune stone. This cruel spell causes the target to drown on air. The target must submerge its head (or however it breaths) in water to survive. If there is no water nearby, the target will protect the aquamancer and beg the aquamancer to cast water spells such as drown upon it. If 3 rounds go by with no relief, the target passes out, but doesn't die. However, the spell is in effect for 4 rounds, so if the target gets within a body of water (or the spell Drown), the target will actually drown to death on the fourth round. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 50 SA 5 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Nymph's Lullaby This is a part of the Distortion spell chain and rune stone. This spell calls upon the sea spirit, the nymph. The nymph appears and sings a slow paced lullaby. All enemy targets must make a resistance check or will fall asleep until something wakes it. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 30 SA 2 all enemy targets

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Purify This is a part of the Purify spell chain and rune stone. This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison or sickness. Dispel: This spell dries out and removes any active magic on a target. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells can be ended prematurely with this spell. This spell can only be cast on a single target. Purge: This spell uses evaporation and dehydration to remove all things from the target of the spell. This spell works with dispel to not only remove active spell effects and purify to remove poisons and toxins, but also removes curses, blessings, and the like. Basically, when you use Purge you are effectively removing everything from the target that is extra, leaving the target in its natural, normal state. Purge can also be used in a 3x3 space area to purge the area leaving it in its normal, natural state.

N/A: Only 3 levels with this spell.

Weapon Effect 10 SA, +10 SA per additional level 1, +1.5 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Ripple This is part of the Aqua Seed spell string and rune stone. A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make an agility check to see if they remain standing. If they fail, they fall down. Riptide: This manipulation causes the ripple to smash into the targets at high speed, doing 9d10 damage and knocking the targets on the floor, pulling the targets 1d4 spaces towards the direction of your choosing. Drown: The targets are finally held down into the rushing water that they cannot get out of. After three rounds they are dead. Freeing the targets from this spell is easily done. All one must do is reach in and pull the target out of the water spell. But be careful to not fail your agility check! N/A: Only 3 levels with this spell. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level a 4x4 space area around the caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Sandstorm This is a part of the Scorpion Jab spell chain and rune stone. This spell attempts to summon a terrible storm. However the storm is devoid of any water and instead fills itself with sand and debris. It rages across the battlefield doing 20d10 damage to all enemy targets. Yourself and your allies are protected within bubbles. Level 2 Upgrade: + 2d20 to damage Level 3 Upgrade: + 2d20 to damage Level 4 Upgrade: + 2d20 to damage N/A 35 SA, +10 SA per additional level 4, +1 per additional level all enemy targets

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Scorpion Jab This is a part of the Scorpion Jab spell chain and rune stone. With this spell you sharply pull away water from the target, replacing it with poison. This does instant damage of 6d20 and deals 1d20 poison damage per round until cured. There is no immunity to this poisoning. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 15 SA 1.5 1 target

Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Sea's Spirit This is a part of the Aqua Seed spell chain and rune stone. With this manipulation you create the embodiment of the spirit of the sea. Every time you or an ally is to take damage, the spirit of the sea appears to take up to 80 points of the damage. Each time the spirit takes damage for an ally, a protection is used up. Sea's Will: With this spell you become possessed by the thoughts of the Sea. You are given two abilities to use at will. The first is an attack magic that does 2d%+5d10 points of damage to a single target of your choice. The second is healing magic that restores 12d20 HP to a single target. You can choose which you would like to do and to what target and can only do one per round. You cannot cast other spells, use other skills, or make other actions until the spell is over. Sea's Citadel: With this spell you create a barrier from yourself out to the maximum radius of the spell. Walls rise up from the floor of solid flowing water. Anyone who is in the range of the spell is sealed in the Citadel. No physical attacks, including projectile attacks can reach the targets inside from outside. The Citadel has two small orbs that shoot arrows out at those around the citadel, doing 1d%+3d20 per arrow. N/A: Only 3 levels with this spell. N/A 40 SA, +10 SA per additional level 4, +1 per additional level depends on level

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Snow Storm This is a part of the Aqua Seed spell chain and rune stone. This manipulation creates a small blizzard spanning the battlefield. Each round there is a chance of getting injured by the cold, snow, and mixed in ice. Each round the Snow Storm will make a Hit Chance roll with a 10 point bonus against every enemy target to deal 4d20+50 points of damage. Allies and yourself are not affected. Hail Storm: This spell mixes into the snow storm a mighty hail storm. Large chunks of ice rain down from above at high speeds, smashing everyone. Hit Chances with a 10 point bonus are made against everyone, allies, and the enemies, to see if they are hit each round or suffer an additional 4d12+10 damage with each hit. You are protected though. Glacier's Last Breath: With this spell the snow and hail from the snowstorm melt and let lose a flood over the battlefield. Everyone caught in the flood takes an additional 12d8 damage from the flood. You and your allies are lucky though. The spell provides each one of your allies and yourself a bubble to ride the flood out without taking damage or getting wet. Vicious Impact: This manipulation creates orbs of pure, smooth ice. The orbs of ice race in on the flood. A hit chance roll is done against each target, and if hit, the ice smashes into the chest area doing an additional 4d20 + 10 points of physical magic damage. Not only does it do damage but it knocks the wind out of the enemy stunning the enemy for one round. N/A 30 SA, +10 SA per additional level 2, +1 per additional level battlefield

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Soak This is a part of the Soak spell chain and rune stone. You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. Erode: This manipulation causes the soaking to decrease the DR% total of the target's armor by your Runic Soul for as long as the target is soaked and experiencing sickness. Deterioration: This spell allows you to use soak on inanimate objects and cause objects such as doors, locks, even walls to deteriorate until they fall apart. The length of time it takes depends upon the object and is up to the GM. The stat cost is per minute. You cannot use this spell effect on armor or weaponry or on living things. Evaporilion: This manipulation causes Soak to draw out the water from the body of the target. 8d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half until the target drinks 1 unit of water. This is on top of the effects of Sickness. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Spiritual Waters This is a part of the Synergy spell chain and rune stone. This spell envelopes the protected target in a mist of spiritual holy water. While in this mist, the target cannot be possessed or controlled. If the target is already under possession or control, this will free the target. Relaxing Rain: With this spell you can call forth a relaxing rain that restores EP. You are able to summon the rain to 1d20 spaces. You may places the spaces where ever you like. You can group them together, keep them separate, or form any pattern you desire. On those spaces it will rain for the duration of the spell. Whoever or whatever is in that space at any time will recover 2d20 EP, not increased by runic energy. Living Rain: With this spell you Relaxing Rain to also restore HP. Whoever or whatever is affected by Relaxing Rain at any time will recover 2d20 HP, not increased by runic energy. Rain Restored: This spell causes the Relaxing Rain to bring back any recently dead target, ally or enemy, who is affected by the Relaxing Rain. This only works if the target still has Mortality Points left. Armor Effect 25 SA, +10 SA per additional level 2, +1 per additional level 1d20 spaces to be distributed as desired

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Tsunami's Assault This is a part of the Aqua Seed spell chain and rune stone. This spell unleashes the power of the Tsunami in a concentrated form and on a single target. This spell ripples with water magic as the crushing wave of magic moves from the caster to the target. The magic crashes into the target, doing 20d10 damage. Sea's Grasp: Once hit with the Tsunami, you create three rings of water magic around the target, then leave them to their own devices. The rings start making sudden movements every which way. The target is thrown around like a rag doll in the magic, as if in a storm out in the ocean, unable to act. At the end of the second round, the rings shatter. The additional damage of 3d10+20 is done at the end of the second round. Serene Strike: Once the rings shatter, they form together to create an invisible fist that smashes into the target doing an additional 2d20 + 10 points of damage. Tidal Strike: Once striking the target with Serene Strike, a force bearing the fury of a tidal wave comes down and strikes the target. The water becomes a flowing river of power. You unleash the power onto a single target which is crushed by the water doing an additional 80 points of damage. Weapon Effect 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Uplift This is a part of the Soak spell chain and rune stone. This manipulation is made to levitate a target into the air and leave them there for two rounds. At the end of the second round, the water holding the target up will dissipate, but not before putting some water above the target. The damage comes from hitting the ground, dealing 4d20 points of physical damage. During the round the target is levitated, the target may still attack with projectile weapons and spells. You can also use this skill to hold an ally up. Quench: When you create this spell, the magic sustains the need for water and food for a day. The magic provides for the body so the receiver of the spell does not even feel the urge for water or food. You would use this spell without the effects of Uplift. Water-skin: This spell increases the target's immunity to aquamancy magic by 25%. It also gives the target a bonus of 25 to Resist for status effect immunity checks. It does this by infusing the target's skin with water magic, making the target more resistant to status effects. Ocean Soul: This manipulation allows the target to become one with water. With this spell the target can breath underwater and move through water with absolutely no restrictions, as if moving on land. The target's chance of immunity to aquamancy is also increased by 10 and the target's runic soul is increased by 15. Armor Effect - Footwear only, Armor Effect - Helmet only 15 SA, +5 SA per additional level 1.5, +0.5 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Warding This is a part of the Purify spell chain and rune stone. Warding protects against magical spell damage. If a damaging spell has the ability to do more than 40 points of damage, then its spell damage is reduced by 40 and the remaining damage is further reduced by 20%. Spells that do 40 points of damage or less will do zero damage. Spells that do not cause damage are not protected against. Any adverse effect from the damaging spell still applies. Dry Spell: This spell sucks away all of the SA from the target slowly, causing the target to be unable to use spells or skills that require SA. With this spell the target will lose 2d20 SA per round and SA restorative potions, skills, and spells are half as effective. The downside is that the target is also protected by Warding. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Armor Effect, Weapon Effect 20 SA, +10 SA per additional level 2.5, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Water Twister This is a part of the Aqua Seed spell chain and rune stone. This manipulation creates a large tornado made completely out of water. The tornado hunts out your enemies and sucks them into the tornado. Each round that the enemy is in the tornado, they receive 2d% + double runic energy points of damage. At the end of the spell, the tornado releases them, dropping them to the floor. Every enemy is knocked out for 1 round. Level 2 Upgrade: + 1d% Level 3 Upgrade: + 1d% Level 4 Upgrade: + 1d% N/A 60 SA, +10 SA per additional level 5, +1 per additional level all enemy targets

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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Submitted by mythus on Mon, 07/04/2022 - 07:41