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.

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, Phobiamancy, 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.
  • Phobiamancy focuses on the darker side of water and the fears associated with it and the dark depths. Phobiamancy is mostly status effects.
  • Dehydramancy is the pulling away of water. It is the power of creating terrible thirsts and droughts. 


Minor elemental manipulation usually involves effecting the water and moisture around you.

 

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1) Some Possible Minor Elemental Manipulations

Please note that this is nowhere near a complete list of all the things that are possible with minor elemental manipulations of the water element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

Manipulation Effect Range & Area Restrictions
Increase Liquid Amount With this manipulation you are trying to manipulate the liquid, whether it be a potion, water, ale, or any other liquid in a container, so that there is more of it and thus it lasts longer. For example, with this you could manipulate the water in your jug when it is half empty to slowly refill itself. For every pint of water or teaspoon of other liquid you want you will need to spend 2 SA. self You can only increase up to 6 pints of liquid
Force Perspire With this manipulation you are attempting to force yourself to naturally sweat earlier than you would normally. This could be something you would want to do to cool yourself down faster to prevent the effects of being hot. You simply need to spend 1 SA to induce sweating. self N/A
Control Currents With this manipulation you are attempting to control the water currents in a body of water, either to help you swim or float faster in a direction or to bring something further up or downstream to you. For every 6 feet or 1 area block of a body of water that you want to direct the current of, you need to spend 2 SA. This can increase your movement in water by +2 area movement. self Can manipulate up to 10 area blocks of water
Prevent Perspiration With this manipulation you are attempting to use your control over water to prevent your target from sweating as normal and thus suffering from heat exhaustion. To initiate this control you need to spend 2 SA, and 1 SA for every round you wish to keep up this control. 4 hex, affecting 1 target N/A
Aided Swimming With this manipulation you are attempting to use water to help you stay afloat and swim faster. For every round or minute you wish to do so you need to spend 2 SA, and for every area movement rate increase of 1 you need to spend 5 SA. self Can only increase the movement rate up to +5, for up to 1 hour
Chill Water With this manipulation you are attempting to make the water beneath or next to you colder. For every 10 degrees you wish to decrease the water’s temperature, you need to spend 2 SA point. You can spend 2 SA point for every round you wish to maintain the area of water’s temperature. This can be useful if you are wanting to freeze already cold water so that you can walk on it. 1hex, affecting 1 area block You can only bring a water's temperature to just below freezing (30 F) for up to 1 hour
Negate Load Penalty While Swimming With this manipulation you are attempting to use the water to help you to carry a heavy load, making the load irrelevant to you while swimming. Doing so, you would not have to worry about your heavy load preventing you from swimming. You will need to spend 2 SA point per block traveled to use this effect. self N/A
Pull Water With this manipulation you are attempting to pull a small portion of water from a nearby water source while you are not in it. To pull up to 3 cubic feet of water, you will need to spend 2 SA points. Any water source up to 6 area blocks away N/A
Rain Dance With this manipulation you are attempting to make it rain in an area. With every 1 SA spent, you increase the chance for rain by 10. entire area N/A
Make Mud With this manipulation you are attempting to turn an area of dirt into mud, making it so that it would slow down anything that steps onto it by 2 battle movement or area movement rate. For every 1 hex or 3×3 feet of dirt you wish to transform you need to spend 2 SA points.
10 hex, affecting 1 hex
N/A

 

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2) 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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3) The Aspects of Water Magic

Water Magic presents several aspects that govern the magic of those of the water element. Those aspects are liquid, desert, and depths.

Liquid 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. Liquid governs aquamancy's power of healing and support. Through liquid, one might heal a wound, restore one to life, or freeze one in their tracks.

Desert is the opposite of liquid, 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. 

Depths is the darkest aspect of aquamancy, for it is the very depths of the deepest oceans. Mankind has long feared what it could not see beneath the murky waters of the deep. They have had good reason to fear, for it is in the depths that the deepest terrors reside. The aspect of the depths can bring about crushing power or conjure up the most terrifying fears brought to life. The aspect of the depths is all about using the unknown hidden by the water to bring terror down upon your enemies. Depths is the aspect of Phobiamancy. 

 

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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 water soul can be awakened when the aquamancer 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%.

 

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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 Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Aqua Seed 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. 10 SA, +10 SA per additional level 1, +0.5 per additional level 1 target

Level 1:  90
Level 2:  80
Level 3:  70
Level 4:  60

Level 1: 25 character points
Level 2: 50 character points
Level 3: 75 character points
Level 4: 100 character points

Armor of the Submerged 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%. 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. Infinite Life: The spell Infinite Life gives the target just what is says: Infinite Life. Every time the target is attacked, the spell heals the target completely. The target of this spell is not invincible. Any attack that drops the target’s HP to zero will kill the target and the spell will be disabled. Any death spell will also work. This spell is short-lived so the target’s advantage does not last forever. 40 SA, +10 SA per additional level 4, +1 per additional level 1 target or self

Level 1:  75
Level 2:  65
Level 3:  55
Level 4:  45

Level 1: 100 character points
Level 2: 200 character points
Level 3: 300 character points
Level 4: 400 character points

Chrono-Colloquim This spell surrounds you in powerful sea magic that blocks all vision of the actions within the magic. To you comes a person lost to the depths. This person, only a shadow of their former self from history, is influenced by the actions that are occurring in your life and adventures. You are allowed to ask this person 10 questions of a yes or no nature. The shadow will answer them with only yes or no. This spell wears off when all 10 questions have been answered. The GM is required to answer the questions for the shadow. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 50 SA 5 self

Level 1:  75

Level 1: 100 character points

Cloud Sight 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. 20 SA, +10 SA per additional level 2, +1 per additional level depends on level

Level 1:  80
Level 2:  70
Level 3:  60

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points

Create Water Elemental With this manipulation you can create one water elemental. The water elemental will obey you until you run out of SA. You may destroy the elemental to end the spell by commanding it’s own suicide, or you may release the elemental into the wild giving it free will. You may use other spells and attacks while you have the water elemental. For information on the water elemental please refer to the Bestiary section. Create Water Construct: With this manipulation you can create one water construct. The water construct will obey you until you run out of SA. You may destroy the construct to end the spell by commanding it’s own suicide, or you may release the construct into the wild giving it free will. You may use other spells and attacks while you have the water construct. For information on the water construct please refer to the Bestiary section. Create Water Avatar: With this manipulation you can create one water avatar. The water avatar will obey you until you run out of SA. You may destroy the avatar to end the spell by commanding it’s own suicide, or you may release the avatar into the wild giving it free will. You may use other spells and attacks while you have the water avatar. For information on the water avatar please refer to the Bestiary section. N/A: Only 3 levels with this spell. 10 SA, 2 SA per round, see level for SA increase 3, +2 per additional level next to caster

Level 1:  80
Level 2:  70
Level 3:  60

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points

Crystal Ball This spell creates an orb of water magic that shows distorted images of the future. The images are far to blurry and are only blurry colors. The orb goes out and crashes into the target doing 8d20 + 10 damage. Level 2 Upgrade: + 2d20 Level 3 Upgrade: + 2d20 Level 4 Upgrade: + 2d20 30 SA, +10 SA per additional level 2.5, +1 per additional level 1 target

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

Dark Fog 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 1d% 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. 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 3d12 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. 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. 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. There is one skeleton per enemy target swimming in this water. The skeletons do 20d12 points of damage with each attack. All normal, melee attacks done by your allies, the enemies, and yourself are decreased by 20%. 30 SA, +10 SA per additional level 2.5, +1 per additional level battlefield

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Desert's Thirst 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 12d12 damage per round. If the target has no access to drink, the target receives 16d12 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. 30 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

Desert's Warding 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. 40 SA, +10 SA per additional level 4, +1 per additional level 1 target or self

Level 1:  80
Level 2:  70
Level 3:  60

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points

Distortion 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. 10 SA, +10 SA per additional level 1, +0.5 per additional level 1 to 3 targets

Level 1:  90
Level 2:  80
Level 3:  70

Level 1: 25 character points
Level 2: 50 character points
Level 3: 75 character points

Flashback This spell ignites old experiences in the mind of the target and allows them to see in full vision what they remember of the event. This sudden resurfacing of memories has a 25% chance of stunning the target for one round. Transference: This spell is made to send long distance messages through the mind. You cast the spell, and think the message you want to send and let the magic go. The magic sends the words and puts them into the mind of the target in a matter of seconds, no matter how far away the target is. Scry: If you have knowledge of the appearance of what you seek or some unique property of the target, this spell can show the location of that target to you. You can cast it over a map and a small crystal of ice will appear and point to the location on the map. Telepathy: With this spell you are able to send out thoughts through the very water that is always present in the air to any target in sight, and can read their minds as well. Therefore with this spell you could effectively communicate telepathically, by sending that target your thoughts and reading their mental response. 10 SA, +5 SA per additional level 1, +0.5 per additional level 1 target

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Frozen Lake 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. 20 SA, +20 SA per additional level 2, +2 per additional level battlefield

Level 1:  85
Level 2:  75

Level 1: 50 character points
Level 2: 100 character points

Glacier's Armor 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. N/A: Only 3 levels with this spell. 30 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

Level 1:  80
Level 2:  70
Level 3:  60

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points

Glacier's Icy Prison 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 2 Upgrade: +1d% cage HP Level 2 Upgrade: +1d% cage HP 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

Glimpse of the Seer This spell gives you a glimpse into a possible future. This spell shows you what would immediately happen should you open that door, walk around that corner, open that treasure chest, put on that relic, or any other immediate action. Seer's Vision: Seer's Vision enhances Glimpse of the Seer, allowing you to see up to a full hour in the future. Far Sight: With this spell you peer through the water of the world to see any location you so desire. You must know the location and know where it is at, but with this spell you can observe anything that takes place there while you are not there. You won't be able to hear, but you can see anything that is going on. The GM may require perceive checks to notice things that aren't as apparent. Ethereal Visions: This spell allows you to cloud you or your ally's mind with dehydration just enough to experience visions. Make a mental check. If you succeed, the visions are true visions which can show you upcoming dangers, past events, or even information on what you are fighting. Really the uses are limitless and should be worked out between you and your GM. If you fail however, the visions are all lies and false yet your character will believe them to be true. 20 SA, +10 SA per additional level 2, +0.5 per additional level self

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Illusions of Fear This spell creates the appearance of a horrible creature that comes from the fears of the target’s mind. The target is afraid of this illusion and will get no closer than 4 spaces or 12 feet distance from the user, nor will the target attack the user. Illusion: This spell creates an illusion based on a picture from your mind. The illusion cannot move. Also if anyone walks up close (6 feet / 2 spaces or closer) the illusion starts to waver and can be seen through. When you end the spell, the illusion will waver and fade away. You can create any image as long as it is no bigger than 6 feet in any direction. Controlled Illusion: This spell makes your illusion so that you can control it for as long as you wish.The illusion will move and act exactly how you explain it will. Meanwhile you can be some distance away and transfer your thoughts to the illusion as orders. You cannot move or do anything else besides control the illusion and speak with those around you. The illusion is not physical and cannot complete actions such as moving other things. Physical Illusion: With this spell, the illusion is physical, unidentifiable by the conventional eye, and controllable. The illusion can do anything you want and has a copy of your stats and spells. The illusion cannot fight, but can do most physical actions and spells can be cast from it without it appearing strange. You cannot act while you have the illusion up. 30 SA, +10 SA per additional level 2, +1 per additional level anywhere you can see

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

Mermaid's Gasp 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. 50 SA 5 1 target

Level 1:  75

Level 1: 100 character points

Miracles With this manipulation you are using your power to restore the target back to a healthy state. By infusing the target with pure water magic, you effectively remove all negative status effects except death from the target. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 30 SA 3 1 target or self

Level 1:  80

Level 1: 75 character points

Multi-Drain This spell costs HP instead of SA. When the spell is cast, streams of tainted water stretch out and attach to every enemy in the radius of the spell. For each target, 6d20+10 SA is drained and given to you. If the target does not have the SA, you will receive whatever SA the target has, if any. If the target has no SA then the target is not affected. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 2d20 HP 2 all enemy targets

Level 1:  80

Level 1: 75 character points

Nymph's Lullaby 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. 30 SA 2 all enemy targets

Level 1:  85

Level 1: 50 character points

Physical Transference With this spell you are using your memory of places that you have once visited and sending yourself through water vapor to return to that place. You can only teleport to places that you have visited before in the past during game-play. The magic teleports you and anything that is connected to you, so anyone that is holding on to you will also be teleported with you. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 40 SA 4 self and anyone connected

Level 1:  75

Level 1: 100 character points

Polar Mount 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. 20 SA 2 next to caster

Level 1:  85

Level 1: 50 character points

Purify This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison or sickness. 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. 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. 10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  90
Level 2:  80
Level 3:  70
Level 4:  60

Level 1: 25 character points
Level 2: 50 character points
Level 3: 75 character points
Level 4: 100 character points

Ripple 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. The Depth's Crushing Power: When this spell is cast the targets begin to be crushed by unseen magic in the riptide. Suddenly magical forces begin to crush the targets from all sides, doing an additional 3d20 + 5 damage. 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! 20 SA, +10 SA per additional level 2, +1 per additional level a 4x4 space area around the caster

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Sandstorm 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 35 SA, +10 SA per additional level 4, +1 per additional level all enemy targets

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

Scorpion Jab 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. Reign of Acid: This spell creates a glowing nexus point of water magic above the battlefield. Each round the energy would discharge acid rain at every target on the battlefield, doing 5d20 damage and 2d20 damage to DR% to every enemy each round. Yourself and allies can have a magic umbrella that protects from the acid rain by spending an extra 15 SA per target per round. Death Unattainable: Each round and at the start of the spell, the target will make a Will check with your Runic Soul as a penalty. If the target fails, the target will attempt to kill itself, but be unable to. Instead, the target will do normal melee damage to itself, with at least 10% of it going to HP. If the target's HP is dropped to 0, the target's HP is restored to 1 and the target passes out for the remainder of the spell. If the target succeeded its Will check, the target is spared for that round and can act as normal until the next round when the target must try again. N/A: Only 3 levels with this spell. 20 SA, +10 SA per additional level 2.5, +1 per additional level 1 target

Level 1:  85
Level 2:  75
Level 3:  65

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points

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. Any projectiles or spells used from inside can reach the outside. Enemies inside are not effected by the arrows and can attack those inside freely. Allies outside are not affected by the arrows. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 60 SA 6 a 3x3 space area around the caster

Level 1:  75

Level 1: 100 character points

Sea's Spirit 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. Ocean's Thirst: When this spell is cast the mind of the target chosen has a sudden urge to destroy. The target just has to kill. The target receives the berserk affect which increases the target’s melee power by x 3. At the end of the spell the target returns to normal. You will choose a target other than the one who got Sea's Will. 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. Anyone who is in the space directly behind the protected target when the enemy is thrown is also knocked down and receives 50 points of damage, whether it be ally or enemy. 40 SA, +10 SA per additional level 4, +1 per additional level depends on level

Level 1:  75
Level 2:  65
Level 3:  55
Level 4:  45

Level 1: 100 character points
Level 2: 200 character points
Level 3: 300 character points
Level 4: 400 character points

Snow Storm 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. 30 SA, +10 SA per additional level 2, +1 per additional level battlefield

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Soak 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. A good example of this spell is to use it to break an easy lock. After two minutes the lock breaks and falls in pieces to the ground. 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. 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  90
Level 2:  80
Level 3:  70
Level 4:  60

Level 1: 25 character points
Level 2: 50 character points
Level 3: 75 character points
Level 4: 100 character points

Spiritual Waters 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 1d12 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. 25 SA, +10 SA per additional level 2, +1 per additional level 1d12 spaces to be distributed as desired

Level 1:  85
Level 2:  75
Level 3:  65
Level 4:  55

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points
Level 4: 200 character points

Synergy This unique spell does not cost SA. It costs HP. The HP cost is taken from you to replenish your SA at a rate of 2 HP per 1 SA. This magic appears to cause the user to sweat blood. Bearer of Life: This spell causes half of your HP spent with Synergy to be tripled and returned back to you. However you will spend EP to do so. Giver of Life: When creating this spell, you choose any single target except yourself. You then use the spell to heal the same amount of HP that you would have used to heal yourself with with Bearer of Life. Fountain of Life: When the power of this spell is released, a circle of magic will appear that no one can walk on.The circle takes what the caster would have been restored by from Bearer of Life and multiplies it by a 1d10 and makes a restorative pool. Whenever someone is in the spell’s effect radius they receive 10% of that HP. This spell gives life to anyone every round that they are in the radius of the spell. Once the pool is out of HP, the spell and the circle disappears. HP spent; 1/2 HP spent in Synergy as EP 1 per 25 HP or EP spent 1 target or self

Level 1:  90
Level 2:  80
Level 3:  70
Level 4:  60

Level 1: 25 character points
Level 2: 50 character points
Level 3: 75 character points
Level 4: 100 character points

Torrent of Thought This spell summons a massive amount of thoughts and images that are inserted into the mind of a single target. The target is swarmed with thoughts and images to the point where they cannot even see. The vision of the target is swarming with hallucinations sourced from thoughts and finally the sight of the target shuts down, causing blindness. Mental Decay: Casting this manipulation causes those within the area of effect to experience a loss of mental capability. Their SA is halved and their runic speed is decreased by 1. Their runic energy is also halved. Elemental Death: Using the magic of water, you effectively absorb the target's ability to manipulate their element to produce magic by placing them in an invisible bubble. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. Mindlessness: When Mindlessness is used on a target, it does two things. First it completely submits the mind of the target to your will. Secondly it creates a connection between your mind and the target’s mind. Each round you will control the target, choosing all of the target’s actions while the spell lasts. The original player will have no control over the target during the duration of the spell, though can attempt to make a Will Power check with your Runic Soul as penalty to prevent from being attacked by this spell. 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  75
Level 2:  65
Level 3:  55
Level 4:  45

Level 1: 100 character points
Level 2: 200 character points
Level 3: 300 character points
Level 4: 400 character points

Tsunami's Assault 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. 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  80
Level 2:  70
Level 3:  60
Level 4:  50

Level 1: 75 character points
Level 2: 150 character points
Level 3: 225 character points
Level 4: 300 character points

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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 60 SA 6 next to caster

Level 1:  75

Level 1: 100 character points

Uplift 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 2d20 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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. 10 SA 1 1 target

Level 1:  90

Level 1: 25 character points

Warding 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. Dispel: This spell uses the dark water magic from the depths of the ocean to drown other magic. 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. This spell takes affect before Warding so can be used to remove negative spell effects and then ward the target. Death of Magic: This spell sends a pulse of dark water magic out into the battlefield. The magic attaches to any other magic and drowns it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. This is used before Warding so can be used to remove negative spell effects and then ward the target. N/A: Only 3 levels with this spell. 20 SA, +10 SA per additional level 2.5, +1 per additional level 1 target

Level 1:  85
Level 2:  75
Level 3:  65

Level 1: 50 character points
Level 2: 100 character points
Level 3: 150 character points

Water Twister 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% 60 SA, +10 SA per additional level 5, +1 per additional level all enemy targets

Level 1:  75
Level 2:  65
Level 3:  55
Level 4:  45

Level 1: 100 character points
Level 2: 200 character points
Level 3: 300 character points
Level 4: 400 character points

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Submitted by mythus on Sun, 12/12/2021 - 04:04