
Hydromancy is the magic of the runic element, water. Therefore it has the following properties:
Magic Type: Water Magic
Effects on Magic Damage: Double runic energy for magic attacks done against those of the fire element.
Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
Supportive Effects: 20% chance for status effect immunity.
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.
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.
Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Water: You can cause small manipulations like fill water containers, move water, and so forth.
Desert: You can cause small manipulations like dissipate water, dry out meat, and so forth.
The Two Iconic Symbols of Water Magic
In the elemental magic of Water, there are two iconic symbols. For Water are the Sea and the Glacier and for Desert they are the Desert and The Oasis. These symbols are said to be the very source of water magic, even though like all elemental magic in Nor'Ova, earth 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, the Sea and the Oasis symbolizes the light aspect while the Glacier and the Desert represents the dark aspect.
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.
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 Vitality, Soul, or Power 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 acquired 3 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 hard arcana 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 offensive, 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.
Water Magic Progression
Water Magic Progression is separated into its two affinities, Water and Desert.
Water Affinity Magic Chart
Water Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Aqua Seed | 1 | ⚔️ Offensive | 2 Soul | 1 | 1 target | instant | Easy Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 3d4 points of damage. |
Weapon Effect: Aqua Seed Critical Hit causes spell effect. |
N/A |
| Distortion | 1 | 🕶 Vision Status Effect | 2 Soul | 1 | 1 target | 1d4 rounds | Easy Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion 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 requires the target to make Normal Focus checks to hit their target. |
Weapon Effect: Distortion Critical Hit causes spell effect. |
N/A |
| Soak | 1 | 🤢 Sickness | 2 Soul | 1 | 1 target | until cured | Easy Arcana |
This spell is a part of the Soak spell chain and is found in the Soak 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%. |
Weapon Effect: Soak Critical Hit inflicts sickness. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Cloud Sight | 2 | 🛠️ Utility | 4 Soul | 4 | 1 floor or 1 square mile | instant | Normal Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion 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. |
Armor Effect: Cloud Sight (Helmet only) Allows the wearer to get a view of the floor map while in meditation. User must spend 3 Soul to use. |
Distortion |
| Frozen Lake | 2 | ✨ Other | 4 Soul | 4 | entire area or battlefield | 1d8 rounds | Normal Arcana |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. You create a sheet of ice on the floor. When someone decides to move, they will end up one space farther than they declared. If two targets meet at the same space, 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 space. Everyone is affected if they are on the ground. |
N/A |
Soak |
| Glimmering Hope | 2 | 🌪️ Multi-Target | 4 Soul | 3 | 3 targets | instant | Normal Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. This spell was named Glimmering Hope because of its brilliant light display and that this simple spell made the difference between victory and defeat in a few early battles. 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. Each shot does 1d20 points of damage. |
Weapon Effect: Glimmering Hope Critical Hit causes any two targets next to your intended target to take half of the damage you deal to the target. |
Distortion |
| Ice Spear | 2 | ⚔️ Offensive | 4 Soul | 4 | 1 target | instant | Normal Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this spell you summon as much water vapor and magical water as you can creating a frozen spear of ice. The Ice Spear pierces the target doing 7d4 points of piercing damage. 10% of damage will bypass all armor and spirit. The ice dissipates afterwards. |
Weapon Effect: Ice Spear Weapon always does piercing damage with 10% bypassing all armor and defense. |
Aqua Seed |
| Quench | 2 | 🛠️ Utility | 4 Soul | 3 | 1 target or self | instant | Normal Arcana |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. 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. This spell should not be cast in battle. |
N/A |
Soak |
| Ripple | 2 | 🔻 Debuff | 4 Soul | 3 | a 4x4 space around user | instant | Normal Arcana |
This spell is a part of the Aqua Seed spell string and is found in the Aqua Seed 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 a Normal Brace -1 check to see if they remain standing. If they fail, they fall down. |
Weapon Effect: Ripple Critical Hit knocks down target. |
Aqua Seed |
| Snow Storm | 2 | 🌪️ Multi-Target | 4 Soul | 4 | a 4x4 space area of your choosing | 1d8 rounds | Normal Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. This manipulation creates a small blizzard spanning the area. Each round there is a chance of getting injured by the cold snow and mixed in ice. Each round anyone in the storm, ally or foe, must make a Hard Evade Check. If they fail they will receive 5d4 points of damage. |
N/A |
Aqua Seed |
| Uplift | 2 | 🛠️ Utility | 4 Soul | 3 | 1 target or self | takes 2 rounds to complete effect; or until target is set down by caster | Normal Arcana |
This spell is a part of the Soak spell chain and is found in the Soak 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 2d8 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, setting them down gently after the duration of the spell. |
Armor Effect: Uplift (Footwear only) Double jump range. |
Soak |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Armor of the Submerged | 3 | 🛡️ Defensive | 6 Soul | 6 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion 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 4d12 points of damage with each attack. |
Armor Effect: Armor of the Submerged Returns 25% of the total damage dealt back to the attacker. This 25% of damage does not affect the wearer of the armor. |
Cloud Sight |
| Glacier's Armor | 3 | 🛡️ Defensive | 6 Soul | 6 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Soak spell chain and is found in the Soak 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, but causes 1d4 frostbite Vitality damage to the wearer. It is worn and works with your regular armor. |
Armor Effect: Glacier's Armor Increases armor spirit protection against water magic by +5 for the piece of armor that it is applied to. |
Frozen Lake |
| Glacier's Icy Prison | 3 | 🪤 Trap | 6 Soul | 6 | 1 target | until freed or battle over | Challenging Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this spell you encase the target in a large globe of pure ice. There is no danger of suffocation, but there is no exit. The prison will hold the target until the globe is broken. The globe can take 40 + caster's Runic Power points of damage before breaking. Any fire based attack does double damage to the globe. The prisoner of the globe can also attack the globe to break it and be released. 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. |
N/A |
Snow Storm |
| Hallucinations of Hope | 3 | 😵💫 Dazed Effect | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this spell your target has the water pulled away from them dehydrating them, causing the target 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 hard mental balance check to avoid the effects of this spell. |
Weapon Effect: Hallucinations of Hope Critical Hit dazes target for 1 round. |
Glimmering Hope |
| Ice Nails | 3 | ⚔️ Offensive | 6 Soul | 6 | 1 target | 2 rounds | Challenging Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. This manipulation causes water vapor in the area to convert to small ice nails that float around the target. In all, there are five nails. All at once they jab into the body of the target doing a total of 4d10 points of damage. They wait and jab into the target again the next round, doing another 4d10 points of damage, before dissipating. The target can attempt to evade this spell with a Hard -3 Evade Check. If the target evades the first hit, the second hit doesn't happen. If the target fails the evasion, the target can try again for the second hit but gets another -3 penalty added to the Evade check. |
Weapon Effect: Ice Nails Target Evade Penalty -3. |
Ice Spear |
| Riptide | 3 | ⚔️ Offensive | 6 Soul | 5 | 1 target | instant | Challenging Arcana |
This spell is a part of the Soak spell string and is found in the Soak rune stone. This manipulation creates a swirling mass of water that you hurl at incredible speeds towards the target. The water smashes into the target, doing 3d12 damage. In water though, Riptide is more effective. You do not hurl the water, but use the water around you to do more damage. A boost of 1d12 is given if the enemy is in or next to a body of water. Riptide further knocks the target down and brings the target 1d4 spaces closer to you or farther away, your choice. |
Weapon Effect: Riptide Hit brings target 1 space closer to you. |
Uplift |
| Spiritual Waters | 3 | 🛡️ Defensive | 6 Soul | 5 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion 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. |
Armor Effect: Spiritual Waters Prevents possession or mind control. |
Cloud Sight |
| Tsunami's Assault | 3 | ⚔️ Offensive | 6 Soul | 5 | 1 target | instant | Challenging Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 4d10 damage. |
Weapon Effect: Tsunami's Assault Critical Hit causes spell effect. |
Ripple |
| Water Skin | 3 | 🛡️ Defensive | 6 Soul | 5 | 1 target or self | 1d8 rounds | Challenging Arcana |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. This spell increases the target's immunity to aquamancy magic by 25%. It also gives the target a bonus of 2 to Immunity 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. |
Armor Effect: Water Skin 10% immunity to water magic, stacks with other armor pieces with same rune stone attached. |
Quench |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Dark Fog | 4 | 🕶 Vision Status Effect | 8 Soul | 8 | entire area or battlefield | 1d10 rounds | Challenging Arcana -2 |
This spell is a part of the Distortion spell chain and is found in the Distortion 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 5d12 damage. The Dark Fog will make 1d20 rolls to hit every target with even number signifying a hit, ally and enemy, and everyone will need to make a hard immunity check to avoid Visual Instability. The user of this spell, is unaffected. |
N/A |
Armor of the Submerged |
| Drown | 4 | 💀 Instant Death | 8 Soul | 8 | 1 target within 6 spaces | 3 round countdown | Challenging Arcana -2 |
This spell is a part of the Soak spell string and is found in the Soak rune stone. The target is lifted and thrown into an orb of rushing water that they cannot get out of. After three rounds they are dead. Freeing the target 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 hard acrobatics check, otherwise you too are trapped in the orb! |
N/A |
Riptide |
| Glacier's Flail | 4 | 🛠️ Utility | 8 Soul | 7 | 1 target or self | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. 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 the spell. The flails do 5d10 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. With each attack you must roll a 1d20, if you roll a 1, you will be one of the 3 targets. |
N/A |
Glacier's Armor |
| Hail Storm | 4 | 🌪️ Multi-Target | 8 Soul | 8 | a 5x5 space area around an area of your choosing | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. This spell summons forth a mighty hail storm. Large chunks of ice rain down from above at high speeds, smashing everyone. Everyone, allies, and the enemies, must make Hard Luck checks, which decrease to Normal Luck checks if they are of the water affinity. If they fail their luck check they are hit and suffer 3d20 damage with each hit. These checks must be made once each round. You are protected though as every hail stone disappears before it reaches you. As the caster you can make a Normal -2 Focus Check when casting this spell. Succeeding at this focus check will cause the spell to do half damage only to your allies. If you roll a natural 20 with this Focus Check your allies will have nothing to fear at all as the hail stones will avoid them as well. |
N/A |
Ice Nails |
| Ocean Soul | 4 | 💪 Empowerment | 8 Soul | 7 | self | 1d10 hours | Challenging Arcana -2 |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. This manipulation allows the caster to become one with water. With this spell the caster can breath underwater and move through water with absolutely no restrictions, as if moving on land. The caster's chance of immunity to aquamancy is also increased by 10. |
Armor Effect: Ocean Soul (Helmet only) Breath underwater. |
Water Skin |
| Relaxing Rain | 4 | ❤️🩹 Healing | 8 Soul | 8 | 1d20 spaces to be distributed as desired | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this spell you can call forth a relaxing rain that restores Power. 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 Power, not increased by runic power. |
N/A |
Spiritual Waters |
| Sea's Grasp | 4 | ⚔️ Offensive | 8 Soul | 7 | 1 target | takes 2 rounds to complete effect | Challenging Arcana -2 |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this manipulation you create three rings of water magic around the target of your choice, 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. At the end of the second round, the rings shatter. The total damage of 6d10 is done at the end of the second round. |
N/A |
Tsunami's Assault |
| Sea's Will | 4 | 🛠️ Utility | 8 Soul | 8 | 1 target or self | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. 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 5d12 points of damage to a single target of your choice. The second is healing magic that restores 5d8 Vitality 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. |
N/A |
Glacier's Icy Prison |
| True Reflection | 4 | 🛠️ Utility | 6 Soul | 5 | battlefield or one room or hallway | instant | Challenging Arcana -2 |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. 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. |
Armor Effect: True Reflection (Helmet Only) Renders immune to hallucinations and illusions. |
Hallucinations of Hope |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Corrective Proprioception | 5 | 🛠️ Utility | 8 Soul | 7 | 1 target or self | 1d6 rounds | Hard Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. 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 1d8 bonus. However the very next check you make will have a 1d6 penalty. |
N/A |
True Reflection |
| Glacier's Last Breath | 5 | 🌪️ Multi-Target | 10 Soul | 10 | entire area or battlefield | instant | Hard Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this spell you let lose a flood over the battlefield. Water flows from your body rapidly. Everyone caught in the flood takes 4d20 damage from the flood (Allies are subject to half that damage). All are affected. Enemies could attempt to escape the flood with an Impossible Evade Check, they would have a +2 bonus to their evade if of water affinity. Your allies can make a Hard Evade Check, reduced to a Normal Evade Check if they are of water affinity. If your allies or enemies are of flame or desert affinities they get a -2 penalty to their Evade checks. You are lucky though. The spell provides you a bubble to ride the flood out without taking damage or getting wet. |
Armor Effect: Glacier's Last Breath (Body Armor Only) If hit with a melee attack the enemy that attacks you is pushed back 1d6 spaces with a "flood" of magic. They will need to make a Normal Brace check, if they fail they will be knocked down. |
Hail Storm |
| Living Rain | 5 | ❤️🩹 Healing | 10 Soul | 10 | 1d20 spaces to be distributed as desired | 1d6 rounds | Hard Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this spell you can call forth a healing rain that restores Vitality. 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 3d20 Vitality, not increased by runic power. |
N/A |
Relaxing Rain |
| Rising Blood | 5 | 🪤 Trap | 10 Soul | 10 | entire area or battlefield | instant | Hard Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. This horrid manipulation summons fresh blood from underneath the feet of the targets. 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 hard acrobatics check to see if they get caught. Every ally must make a normal +1 acrobatics check 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 killed with 0 Vitality. The target may be saved if the hand is knocked free by another target or with a successful hard athletics check. |
N/A |
Drown |
| Sea's Citadel | 5 | ⛺ Dwelling | 10 Soul | 10 | a 4x4 space around user | 1d10 rounds | Hard Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. 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 5d10 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 |
Sea's Will |
| Sea's Spirit | 5 | 🛡️ Defensive | 10 Soul | 10 | self and all allies | 2d6 protections | Hard Arcana |
This spell is a part of the Soak spell chain and is found in the Soak 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 5d12 points of the damage. Each time the spirit takes damage for an ally, a protection is used up. |
Armor Effect: Sea's Spirit Increases Armor Defense by 50% and Armor Spirit by 25%. |
Glacier's Flail |
| Serene Strike | 5 | ⚔️ Offensive | 10 Soul | 9 | 1 target | instant | Hard Arcana |
This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. This manipulation calls upon the water vapor in the air to attack a single target of your choosing. The magic puts together the vapor in the air and creates an invisible fist that smashes into the target doing 6d12 points of damage. |
N/A |
Sea's Grasp |
| Tainted Waters | 5 | 🧪 Poison Effect | 10 Soul | 10 | entire area or battlefield | instant | Hard Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this manipulation 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 Hard Immunity -2 checks to not get poisoned. Allies must make a Normal Immunity check to not get poisoned. Should they get poisoned, they lose 1d8 Vitality per round. The waters avoid you, going around you instead. |
N/A |
Dark Fog |
| Warrior of the Currents | 5 | 💪 Empowerment | 10 Soul | 10 | 1 target or self | 1d6 rounds | Hard Arcana |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. With this spell your chosen target becomes a warrior for the waters. The target is gifted with the caster's arcana as armor defense and double the attack value of the target's melee weapon. The target's Power, Soul, and Vitality is also doubled. The target is completely armored. The target is immune to all water based attacks, magical or done by water enchanted items. When the spell's duration is finished, the target is dazed for 1d6 rounds. |
Armor Effect: Warrior of the Currents Defense provided by attached armor is increased by 1. Weapon Effect: Warrior of the Currents (Melee Weapon Only) Every hit is a critical hit. |
Ocean Soul |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Flood of the Dead Waters | 6 | 🕯 Summon | 12 | 12 | entire area or battlefield | until someone dies, battle ends, or the container is shattered | Impossible Arcana |
This spell is a part of the Soak spell chain and is found in the Soak rune stone. Magic encases everyone on the battlefield into what seems like a glass container. Red tinted water fills it completely which everyone can breathe in. 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 9d10 points of damage with each attack and can reach the target assigned to them no matter the distance. All normal, melee attacks done by your allies, the enemies, and yourself are decreased by 10%. Only melee attacks can be used. Water aligned characters (friend or foe) have double movement rates. The container can be shattered but only by physical means and only after dealing 5 x the caster's Arcana worth of damage to the container. |
N/A |
Rising Blood |
| Rain Restored | 6 | 😇 Revival | 12 Soul | 12 | entire area or battlefield | 1d8 rounds | Impossible Arcana |
This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. This spell causes a life giving rain to fall upon the battlefield. During the duration, anyone that dies has a chance that the rain will restore them back to 20% of their maximum vitality, allies, enemies, even yourself. The chance for enemies is their own Hard Luck chance. The chance for yourself and your allies is the caster's Hard Vitality Save Check increased by the caster's Runic Power. Allies, enemies, and yourself who are of the water element get an extra +5 bonus to this check. |
N/A |
Living Rain |
| Tidal Strike | 6 | ⚔️ Offensive | 12 Soul | 11 | 1 target and surrounding 3x3 space area | instant | Impossible Arcana |
his spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this manipulation you create the fury of a tidal wave and convert it to attack one target. The water becomes a flowing river of power. You unleash the power onto a single target which is crushed by the water doing 9d12 points of damage. The flood surges outward from the target affecting the surrounding 3x3 space area. Anyone in the area except the primary target or spell caster must make a Hard Brace check, or a Normal -2 Brace Check for allies. If they fail the brace check they are knocked down and carried 1d4 spaces away. If the carried target hits anything, they will receive 2d10 impact damage. If what they hit is another target, that target will also receive 2d10 impact damage and need to make a Hard Brace check (ally or foe), failure will cause that target to also be knocked down. |
N/A |
Serene Strike |
Desert Affinity Magic Chart
Desert Affinity Magic Spells
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Purify | 1 | 📋 Status Effect Healing | 2 Soul | 1 | 1 target or self | instant | Easy Arcana |
This spell is a part of the Purify spell chain and is found in the Purify 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. |
Armor Effect: Purify Immune to sickness, increase Immunity by 2 against poison. |
N/A |
| Scorpion Jab | 1 | 🧪 Poison Effect | 2 Soul | 2 | 1 target | until cured | Easy Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. With this spell you sharply pull away water from the target, replacing it with poison. This does instant damage of 4d4 and deals 1d6 poison damage per round until cured. There is no immunity to this poisoning. |
Weapon Effect: Scorpion Jab Critical Hit poisons target for 1d4 poison damage until cured. This is non-stacking. |
N/A |
| Thirst | 1 | ⏳ Haste or Slow Effect | 2 Soul | 2 | 1 target | 1d6 rounds | Easy Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. This spell evokes the dry, parched nature of the desert, rendering the target with desperate thirst. This slows them to half movement rate and causes them to lose their support action. |
Weapon Effect: Thirst Critical Hit causes target to not have a support action for the next round. |
N/A |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Desert's Thirst | 2 | 🔻 Debuff | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana |
This spell is a part of the Thirst spell chain and is in the Thirst rune stone. This spell pulls away all the moisture from the target's mouth and throat. This causes the target to lose half its move rate and do 25% less physical damage while also causing 2d10 damage per round. If the target has no access to drink, the target receives 2d12 damage per round. |
Weapon Effect: Desert's Thirst Critical Hit causes the target to lose half its movement rate and do 25% less physical damage. |
Thirst |
| Dispel | 2 | 🛠️ Utility | 4 Soul | 3 | 1 target or self | instant | Normal Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. 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. |
Weapon Effect: Dispel Critical Hit causes spell effect. |
Purify |
| Mirage of Hope | 2 | 👁️⃤ Illusion | 4 Soul | 3 | 1 target | 1d4 rounds | Normal Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. The dehydramancer conjures a shimmering mirage — a vision of cool water, safety, or something the target desperately desires. Rather than dazing the target like its water-affinity counterpart, "Hallucinations of Hope", the mirage compels the target toward it. The target must make a Hard Mental Balance check or spend their movement each round moving toward the mirage (which the caster controls, always staying just out of reach), pulling them out of position and away from allies. They can still attack if in range, but their movement is not their own. |
Weapon Effect: Mirage of Hope Critical Hit forces target to move 1d4 spaces toward the attacker on the target's next turn. |
Thirst |
| Parched Pain | 2 | 🔻 Debuff | 4 Soul | 3 | 1 target | 1d8 rounds | Normal Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell alone does nothing. Instead what it does do is make other dehydramancy spells even more terrifying to the target. It does so by causing the target to also receive your Arcana as extra damage dealt whenever any dehydramancy magic is used on or affects the target. Perhaps more terrifying is if you roll a natural 20 when casting this spell, you add a 1d6 roll affect that every time the target is affected by dehydramancy the target must roll a 1d6, and should the target roll a 6 the target dies instantly. |
N/A |
Scorpion Jab |
| Scorpion Venom | 2 | 🛠️ Utility | 4 Soul | 3 | 1 target or self | 1d6 rounds | Normal Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell coats the weapon of your target with magical venom. This causes two effects. The first effect is that every attack with this weapon is increased by the wielder's Arcana. The second effect is that if the wielder makes a critical hit, the target of the attack gets poisoned with 1d8 Vitality poison until cured. Further critical hits against that target increases the poison damage by +1. When the spell duration ends the enchantment on the weapon evaporates away. |
N/A |
Scorpion Jab |
| Warding | 2 | 🛡️ Defensive | 4 Soul | 3 | 1 target or self | 1d8 rounds | Normal Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. Warding protects against magical spell damage. If a damaging spell has the ability to do more than 1d20 points of damage, then its spell damage is reduced by the number rolled on the 1d20 and the remaining damage is further reduced by 20%. Spells that do the number rolled 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, such as poison, still applies. |
Armor Effect: Warding Decreases all water affinity magic damage by 20%. |
Purify |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Arid Shield | 3 | 🛡️ Defensive | 6 Soul | 5 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell summons up a buckler size shield that is invisible to all. The shield, as it is, is a space that evaporates anything that it blocks as a desert sun may evaporate water. Once this shield is given to you or one of your allies, every time they make a successful Normal Spirit check they will reduce the magic damage done to them by their Arcana plus the Caster's Arcana plus any Armor Spirit stat that they have. If it is the caster using the shield then it would be double the caster's Arcana. If the benefactor of the shield is water affinity, they will lose 1d6 Soul per round. Any other element and their loss is 1d4 Soul per round. If they are of the desert affinity they suffer no Soul loss. The lost Soul is given to the caster of the spell. |
Armor Effect: Arid Shield (Body Armor Only) Add Arcana to Armor Spirit. |
Warding |
| Cracked Earth | 3 | 🪤 Trap | 6 Soul | 5 | 1 target | until freed | Challenging Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This terrifying spell traps the target in a space abandoned by all water. The very earth cracks and the target suffers from dehydration. At the casting of the spell the caster rolls 3d12. The number rolled appears above the target. Until the target has spilled enough of its own blood and lost that amount of Vitality, the target cannot hope to leave this parched prison. No bars keep the target here, it is simply the target's own dehydrated state of delirium, but for the target the effect is real enough. Should the target be moved from the space by their allies, in the target's mind the target would still be trapped. There are only 3 ways to escape, the target must lose the number rolled of vitality, the caster dies, or the target's allies give the target 1d8 uses of water to break the dehydration. |
N/A |
Parched Pain |
| Deadman's Thirst | 3 | 🔻 Debuff | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Thirst spell chain and is in the Thirst rune stone. This terrible spell leaves the target feeling so parched that it looks for any liquid to satisfy its own thirst. However the dehydration has warped the mind of the target to the point that the target will find no suitable liquid, even if liquid is all around the target. Instead, the target is led to believe that only its own blood will satisfy its terrible thirst. For each round the target must spend a support action to cut itself and drink its own blood before the target can act. The amount of damage the target does to itself is equal to the target's Vitality Gen Dice for Level Up/Rest. The target can make a hard mental balance -2 check against the initial casting, but once afflicted the spell must run its course or be dispelled. |
N/A |
Desert's Thirst |
| Desert's Trick | 3 | 🌀 Confusion, Control | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. With the casting of this spell the dehydramancer calls upon the dark nature of the Desert. Through the power of the Desert, the target's perception is twisted to see one ally (chosen by the caster) is now seen as their greatest fear or most hated enemy. The target must make a Hard Mental Balance check or immediately treat that ally as a hostile target, directing attacks toward them as long as the illusion holds. The affected target may re-attempt the Mental Balance check each round they are forced to attack the disguised ally. However, Desert's Trick carries a risk — if the target rolls a natural 20 on any Mental Balance check, the illusion shatters so violently that the psychological backlash stuns the caster for 1 round. |
Weapon Effect: Desert's Trick Critical Hit causes the target to perceive the nearest ally as hostile for 1 round, no Mental Balance check allowed. |
Mirage of Hope |
| Desert's Warding | 3 | 🛡️ Defensive | 6 Soul | 6 | 1 target or self | 1d6 rounds | Challenging Arcana |
This spell is in the Purify spell chain and is found in the Purify rune stone. This manipulation places a warding around you or 1 target which repels 75% of all water magic. This is any water magic be it healing, damaging, or protective. |
Armor Effect: Desert's Warding Reduces damage done by water affinity magic by the wearer's Arcana. |
Warding |
| Dusty Veil | 3 | 🕶 Vision Status Effect | 6 Soul | 5 | 1 target | 1d6 rounds | Challenging Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell seems to the target at first to be a defensive spell. It effectively decreases the damage of any magic by 30%. However, the defensive aspect hides the fangs of the spell. It is when it becomes the target's turn does the target realize something is off. As the target looks around, everyone and everything appears nondescript, unidentifiable by the target, much like the eyes of someone in severe dehydration might fail to make sense of what they see. The dusty veil over the target prevents the target from distinguishing friend or foe. The target must then make Hard Insight checks to know who is their friend and who they should attack. |
Weapon Effect: Dusty Veil Critical Hit causes target to need to make a Normal Insight check for 1 round. |
Dispel |
| Evaporilion | 3 | 🔻 Debuff | 6 Soul | 5 | 1 target | 1d8 rounds | Challenging Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This manipulation draws out the water from the body of the target. 2d20 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. |
N/A |
Parched Pain |
| Purge | 3 | 📋 Status Effect Healing | 6 Soul | 5 | 1 target or self (in battle) or a 3x3 space area (out of battle) | instant | Challenging Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell uses evaporation and dehydration to remove all things from the target of the spell. This spell not only removes 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. Outside of battle, Purge can also be used in a 3x3 space area to purge the area leaving it in its normal, natural state. |
Weapon Effect: Purge Critical Hit removes 1 random buff, debuff, or other status effect. |
Dispel |
| Salt Lash | 3 | ⚔️ Offensive | 6 Soul | 5 | 1 target | instant + 1d4 rounds | Challenging Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. The dehydramancer calls upon the punishing nature of the Desert, conjuring a whip of crystallized salt that lashes across the target with cruel force, doing 3d10 damage. The Desert does not simply wound — it lingers. Any target already suffering from a dehydration or thirst-based status effect takes an additional 2d10 damage and loses 1d6 Vitality per round as the salt drives their suffering deeper. Like the Desert itself however, this power can turn on those who wield it carelessly. If the caster rolls a natural 1 on the cast roll, the salt lash recoils and strikes the caster instead for the base 3d10 damage. |
Weapon Effect: Salt Lash Critical Hit inflicts dehydration on the target for 1d4 rounds. |
Mirage of Hope |
| Withering Gaze | 3 | ✨ Other | 6 Soul | 6 | self | 1d6 rounds | Challenging Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell causes your gaze to have a withering, dehydrating effect. Whosoever crosses the straight line path of your gaze will have their movement rate halved and all checks increased in difficulty level by 1, ally or enemy. Your gaze path is a one space wide path in a straight line in the direction you are facing. Obstacles block and end your gaze path. Only shields that cover the whole body can block your gaze path. |
Weapon Effect: Withering Gaze Critical Hit gives target -1 to all checks for 1 round. |
Scorpion Venom |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Arid Aura | 4 | 💫 Aura | 8 Soul | 8 | a 3x3 space area around you | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. Upon casting this spell you become like a magical sponge, sucking up and evaporating magic around you. Any who enter your aura lose your Arcana worth of Soul which is given back to you. Any spells cast into your aura have any potential healing or damaging values reduced by your Arcana. This however will not affect status effect spells. Anyone who is of the water affinity cannot enter your aura, however if they somehow do get trapped within your aura they will lose 1d20 Vitality per round. |
N/A |
Arid Shield |
| Arid Fears | 4 | ⚡⚡ Stun Effect | 8 Soul | 8 | 1 target | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. The dehydramancer reaches deep into the target's mind, flooding it with not a single twisted vision, but with the overwhelming fears of one who is lost in a vast desert. The Desert strips away all comfort and reason, leaving only panic. The target must make a Hard Mental Balance -2 check or become completely stunned, unable to act as the visions consume them. Each round the target is stunned they lose 1d8 Soul as their mental energy is devoured by the Desert's darkness. Even if the target succeeds their Mental Balance check they are still shaken, suffering a -2 penalty to all checks for the duration of the spell. The Desert's power is indifferent — if the caster rolls a natural 1 on the cast roll, they briefly glimpse the fears themselves and are shaken, suffering a -2 penalty to all checks for 1d4 rounds. |
Weapon Effect: Arid Fears Critical Hit shakes the target, giving them a -1 penalty to all checks for 1 round. |
Desert's Trick |
| Beyond Hunger | 4 | 🌀 Confusion, Control | 8 Soul | 8 | 1 target | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell brings the target to a state of being beyond hunger. No food, water, magic, or potion can sustain the target or fill the target's now mania-inducing hunger. Now the target desires one thing above all others, the taste of flesh from their allies or themselves. Each round the target must make a Hard -2 Mental Balance check. If the target succeeds, the target can act as normal. If the target fails, the target will go after their nearest ally and attack that ally with all their might. If no ally is in range the target will attack itself. At no point will the target attack you or your friends, for the hunger based mania will prevent the target from seeing you or your friends. Should the target live long enough for the spell to end, the target will be dazed for the next round. |
N/A |
Evaporilion |
| Desiccation Burst | 4 | 🔻 Debuff | 8 Soul | 7 | 1 target and surrounding 3x3 space area | 1d6 rounds for effect | Challenging Arcana -2 |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. When you cast this spell you shoot out an orb that appears similar to Aqua Seed, except it is an orb of dehydration. When the orb impacts the target, the target receives 3d20 magic damage immediately and is dehydrated needing to spend a support action to drink. Until the target drinks the target suffers from dehydration receiving 1d4 damage to Vitality and Power per round or minute. Any within 3x3 spaces of the target will also have the same dehydration effect. |
Weapon Effect: Desiccation Burst Critical Hit causes dehydration to target and any surrounding targets. |
Withering Gaze |
| Desperate Desires | 4 | 🌀 Confusion, Control | 8 Soul | 8 | 1 target | 3 rounds | Challenging Arcana -2 |
This spell is a part of the Thirst spell chain and is in the Thirst rune stone. 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. The target can make an impossible mental balance check for the spell, and if it fails, the same check for round 2 at a 5 point penalty and round 3 at a 10 point penalty. Round 2 will cause the target to drink any and all potions, including poisons and acids so apply any of those effects. Round 3 is 2d20 Vitality damage with a roll on the d6 with 6 = death. Target cannot do anything else for those 3 rounds. |
N/A |
Deadman's Thirst |
| Dry Spell | 4 | 🔻 Debuff | 8 Soul | 7 | 1 target | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell sucks away all of the Soul from the target slowly as if it were evaporating water. This causes the target to be unable to use spells or skills that require Soul due to not having any Soul left. With this spell the target will lose 2d20 Soul per round. Any Soul restorative potions, skills, and spells that the target uses or are used on the target are half as effective. |
Weapon Effect: Dry Spell Critical Hit causes target to lose 1d12 Soul per round for 1d8 rounds, non-stacking. |
Desert's Warding |
| Mirage of Legion | 4 | 👁️⃤ Illusion | 8 Soul | 8 | 1 target | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell evokes the terrifying effects of the desert upon the target. When the target looks at the caster, the target no longer sees one caster, but multitudes. The number they see is unknown nor do they have time to get a clear count. To the target, the caster has become a legion of many when in reality it is a mirage - an illusion brought on by dehydration and desperation. Each time it is the target's turn during the spell's duration, the target must first make a Hard -2 Insight check. If the target succeeds, for that round only the target will not see the illusion and will be able to act as normal. However, should the target fail the target will be filled with fear, despair, and anxiety. This causes the target to not only want to run from the caster at all costs, but also deal half damage and have to make Hard Mental Balance checks to even act at all. |
Weapon Effect: Mirage of Legion Critical Hit inflicts Fear and Anxiety. |
Dusty Veil |
| Oasis's Shade | 4 | 🛡️ Defensive | 8 Soul | 8 | a 4x4 space around user | 1d8 rounds | Challenging Arcana -2 |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This spell covers the caster and surrounding area in a protective shade. The shade prevents any magic from entering or leaving the area. All magic that is cast into the area is evaporated as if it was not cast at all. Any magic cast within the area is shut off before it can even be cast. The only spell that is allowed is the Oasis's Shade. |
N/A |
Purge |
| Sandstorm | 4 | 🌪️ Multi-Target | 8 Soul | 8 | entire area or battlefield | instant | Challenging Arcana -2 |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab 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 3d20 damage to everyone but the caster. Enemies must make Impossible Evade checks to not get hit, while allies need only to make Normal +1 Evade checks to not get hit. |
N/A |
Cracked Earth |
| Whisper of the Desert | 4 | 🌀 Confusion, Control | 8 Soul | 7 | 1 target | 1d6 rounds | Challenging Arcana -2 |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. The dehydramancer calls upon the seductive cruelty of the Desert, planting a whisper in the target's parched and desperate mind — a soft, convincing voice that promises relief is just one action away. The target must make a Hard Mental Balance check or fall under the whisper's influence. Each round the target is compelled to perform one self-destructive action of the caster's choosing — drinking a random potion from their inventory including poisons, dropping their currently held weapon, moving away from all allies, or striking themselves for their own offensive power in damage. The target believes wholly that each action will bring relief. The target may attempt a new Hard Mental Balance check each round to resist. If the target has no items and no allies nearby, they will strike themselves regardless. So convincing is the whisper that any ally attempting to warn the target must succeed at a Hard Persuade check to break through to them for that round. |
Weapon Effect: Whisper of the Desert Critical Hit compels the target to use their support action to drop their currently held weapon or item. |
Salt Lash |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| False Oasis | 5 | 👁️⃤ Illusion | 10 Soul | 10 | 1 target | 1 round using target's Move rate | Hard Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. The dehydramancer conjures the Desert's most beautiful and devastating lie, a shimmering Oasis that appears to the target as exactly what they need most, whether that be water, a healing pool, a fallen ally restored, or an escape route to safety. The illusion is perfect and utterly convincing. The target must make an Impossible Insight check to recognize it as false. Failure means they will pursue it with everything they have, spending all of their movement and sprinting spending 2 Power to double their movement. Their movement is away from the caster. Once the movement is completed the target reaches their oasis. The moment the target reaches the False Oasis and touches it, the illusion shatters in a devastating burst of dehydrating magic, dealing 5d12 damage, inflicting dehydration, and draining 2d10 Soul as the cruelty of the Desert's promise collapses upon them. The target is also stunned for 1 round from the shock of the betrayal. |
N/A |
Whisper of the Desert |
| Harbinger of Doom | 5 | 💪 Empowerment | 10 Soul | 10 | self | 1d8 rounds | Hard Arcana |
This spell is in the Purify spell chain and is found in the Purify rune stone. This spell turns the target 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 20 Physical Armor, 15 Magical Armor, 10 Armor Defense, and 8 Armor Spirit to replace your normal armor since your armor will not protect you in this form nor can you hold any weapons. Every physical attack you do deals 10 x offensive power and 1d10 poison damage that does compound to any existing poison damage as well. When the spell ends you return to normal and are dazed for 1d4 rounds. |
N/A |
Mirage of Legion |
| Hypernatraemia | 5 | 💀 Instant Death | 10 Soul | 10 | 1 target | 3 round countdown | Hard Arcana |
This spell is a part of the Thirst spell chain and is in the Thirst rune stone. This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d12 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. The target can only drink 1 use per round and cannot attack, move, cast spells, defend, or take other actions. Therefore unless the target is lucky enough to roll really low, this spell is a death sentence. Each round that the target goes without fulfilling the needs to drink 3d12 uses of water different effects happen:
After Round 3 the target suffers neurological collapse falling into a full on seizure which is followed by death. Potential Save: This spell can be... |
Weapon Effect: Hypernatraemia Critical Hit causes dehydration status effect. |
Desperate Desires |
| Mace of Water's Bane | 5 | 🛠️ Utility | 10 Soul | 10 | 1 target or self | 1d6 rounds | Hard Arcana |
This spell is in the Purify spell chain and is found in the Purify rune stone. This spell summons a great mace to be the weapon of the target. This mace deals 4d20 plus runic power 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. Holding the mace will drain you of 1d4 Soul per round that it is held. |
N/A |
Dry Spell |
| Mermaid's Gasp | 5 | 💀 Instant Death | 10 Soul | 10 | 1 target | 4 rounds | Hard Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab 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 |
Sandstorm |
| Oasis's Aide | 5 | 💪 Empowerment | 10 Soul | 10 | self and all allies | 1d8 rounds | Hard Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. With the casting of this spell you conjure up the hope of all who wander the desert, the Oasis. The Oasis provides aide for you and your allies, by giving you a restoration of either Vitality, Soul, or Power, however just like danger can be found in even the most inviting oasis, so too can it be found here. The Oasis will restore the stat chosen by another stat. At casting everyone must declare which two stats they want help with, with the first stat named being healed by the amount drained from the second stat named. The second stat is drained by 60% of max stat. There are exceptions:
The spell doesn't end there however. For the rest of the duration of the spell, all attacks, magical and physical, dealt to you or your allies is reduced by half. |
N/A |
Arid Aura |
| Oasis's Promise | 5 | 😇 Revival | 10 Soul | 9 | 1 target and self | effect happens upon death blow | Hard Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. When you cast this spell the Oasis makes a promise, it will revive one fallen comrade at the time of their death but only if you can afford to pay the price. A connection is then made between you and one other target. At the time that target is killed, the target is instantly revived as if the target had not died. Instead the damage of the killing blow is halved and applied to you. Should you die before the target, the reverse would happen, with you being resurrected and the other target receiving half the damage. |
N/A |
Oasis's Shade |
| Sand Wraith | 5 | 🕯 Summon | 10 Soul | 10 | next to self | 1d12 rounds or until destroyed | Hard Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell summons the undead menace of the desert, the Sand Wraith, to fight for you. The Sand Wraith's stats mirror your own stats, however the Sand Wraith can only cast spells and move. The Sand Wraith persists until killed or the spell's duration ends and is under your control. |
N/A |
Desiccation Burst |
| The Walking Husks | 5 | 🕯 Summon | 10 Soul | 10 | next to self | 1d6 rounds | Hard Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell summons those that died long ago in the desert. These zombies are known as the walking husks. You summon 1d8 of them. Each husk can move 1d10 spaces, has the attack range of 1, and deals 7d10 damage. They can make a Hard Critical check with their attack to deal 70 damage. They each get one movement and one attack and are invincible. Should all enemies be destroyed before the spell ends however, the husks will start attacking your friends. |
N/A |
Beyond Hunger |
| The Withering | 5 | 🔻 Debuff | 10 Soul | 10 | 1 target | 1d6 rounds | Hard Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. The dehydramancer calls upon the full and terrible power of the Desert, visiting upon the target the fate of one utterly forsaken by water and life. The target must make a Hard Endure -2 check or begin to wither — body, mind, and soul all failing at once as if the Desert itself has claimed them. Each round the target loses 1d8 Vitality, 1d8 Soul, and 1d8 Power as they dry and crumble from within. Their movement is reduced to one half and all checks suffer a -3 penalty as their body ceases to cooperate. Should any one of their vital stats reach zero while under this spell, the target collapses and cannot be revived by any means until the spell's duration ends. Drinking water or receiving healing magic will not stop the withering, though it may slow it. Any healing received while under this spell is only half as effective. Even if the target succeeds their Endure check they are not unscathed, losing 1d4 of each vital stat for the duration as the Desert's touch still finds them. As always the Desert is without mercy for the careless, if the caster rolls a natural 1 on the cast roll, the caster loses 1d6 of each vital stat instantly. |
N/A |
Arid Fears |
| Spell | Tier Level | Spell Type | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
|---|---|---|---|---|---|---|---|---|---|---|
| Desert's Cruelty | 6 | 🌪️ Multi-Target | 12 Soul | 12 | entire area or battlefield | 1d6 rounds | Impossible Arcana |
This spell is a part of the Thirst spell chain and is found in the Thirst rune stone. The dehydramancer calls upon the full and absolute power of the Desert itself, unleashing its boundless cruelty upon all who stand upon the battlefield. The sky above darkens to a burning copper haze, the air turns furnace-dry, and every drop of moisture is ripped from the environment in an instant. There is no water here. There is no hope here. There is only the Desert. Every enemy on the battlefield immediately suffers the effects of The Withering — losing 1d8 Vitality, 1d8 Soul, and 1d8 Power per round — and must make an Impossible Mental Balance check or be consumed by Arid Fears, becoming dazed for the duration of the spell as the Desert floods their minds with terror. All healing magic, healing potions, and water-based restorations are rendered completely ineffective for the duration of the spell as the Desert evaporates them the moment they are used. Any enemy that attempts to cast water affinity magic must make a Hard Focus -3 check or the spell fails entirely, their own element turned against them by the Desert's dominion. ... |
N/A |
The Withering |
| Lich of the Sands | 6 | 💪 Empowerment | 12 Soul | 12 | self | 1d12 +1 rounds | Impossible Arcana |
This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. Upon casting this terrifying spell, you are transformed into a Lich of the Sands. Your Arcana increases by 1d12. Your Runic Speed and Soul both double. Your Runic Power increases by 1d20. You also become immune to all attacks and spells except revival magic, which if cast on you would kill you. When the spell's duration ends you are stunned for 1 round. |
N/A |
Sand Wraith |
| Oasis's Protection | 6 | 🛡️ Defensive | 12 Soul | 11 | entire area or battlefield | 1d6 rounds | Impossible Arcana |
This spell is a part of the Purify spell chain and is found in the Purify rune stone. This powerful spell summons the protection of the Oasis, however the Oasis offers protection to all. If you and your party are weaker to physical attacks, you and your party will be immune to physical attacks but receive 25% more magical damage. If you or your party are weaker to magical attacks then you and your party will be immune to magical damages but receive 25% more physical damage. Your enemies receive the same protection that you receive. If you and your allies are immune to magical damages, so are they. If you and your allies are immune to physical damages, so are they. |
Armor Effect: Oasis's Protection (Body Armor Only) All damages reduced by half. |
Oasis's Promise |


