Aquamancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
Aqua Pull |
This spell is a part of the Aqua Seed spell chain and rune stone. 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. This spell is chained with and cast with Aqua Seed. |
N/A: Only 1 levels with this spell. | N/A | 20 Soul | 1.5 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Aqua Seed |
This spell is a part of the Aqua Seed spell chain and rune stone. In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 4d12 points of damage. |
Level 2 Upgrade: Increase damage by 1d12. Level 3 Upgrade: Increase damage by 1d12. Level 4 Upgrade: Increase damage by 1d12. |
Weapon Effect: Aqua Seed Critical Hit causes spell effect. |
10 Soul; +10 per level | 0.5; +0.5 per level | 1 target |
Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
This is a Tier 1 spell Level 1: 25/50 |
Armor of the Submerged |
This spell is a part of the Distortion spell chain and rune stone. When this spell is created the target are wrapped in a thick layer of water. When the target is attacked by anything, some of the water leaps off of your body and smashes into whatever caused the damage, animate or not, dealing 12d20 points of damage with each attack. |
N/A: Only 1 levels with this spell. |
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. |
40 Soul | 4 | 1 target or self | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Cloud Sight |
This spell is a part of the Distortion spell chain and rune stone. With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. |
N/A: Only 1 levels with this spell. |
Armor Effect: Cloud Sight (Helmet only) Allows the wearer to get a view of the floor map while in meditation. |
20 Soul | 2 | 1 floor or 1 square mile | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Cold Heart |
This spell is a part of the Soak spell chain and rune stone. 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 runic energy to be decreased by 10%. |
N/A: Only 1 levels with this spell. |
Armor Effect: Cold Heart Immune to mental or psycological status effects such as berserk and fear, including positive ones. |
40 Soul | 4 | 1 target or self | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Corrective Proprioception |
This spell is a part of the Distortion spell chain and 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 4d12 bonus. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 1 target or self | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Dark Fog |
This spell is a part of the Distortion spell chain and rune stone. You create this spell to have a curtain of fog hang over the battlefield. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 2d% damage. The Dark Fog will make Hit Chance rolls to hit every target, ally and enemy, and everyone will need to make a resist check to avoid Visual Instability. The user of this spell, is unaffected. Allies can have the caster's Runic Energy as a bonus to their Evade if the caster spends an extra 10 Soul at casting. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4.5 | battlefield | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Deadman's Thirst |
This spell is a part of the Scorpion Jab spell chain and 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 double its melee power. The target also receives the caster's runic energy as damage each round. The target can make a will check against the inital casting with the caster's runic energy as a penalty, but once afflicted the spell must run its course or be dispelled. |
N/A: Only 1 levels with this spell. | N/A | 30 Soul | 3 | 1 target | Level 1: 50/80 |
This is a Tier 3 skill Level 1: 75/150 |
Desert's Thirst |
This spell is a part of the Scorpion Jab spell chain and rune stone. This spell pulls away all the moisture from the target's mouth and throat. This causes the target to lose half its movement rate and do 25% less physical damage while also causing 8d12 damage per round. If the target has no access to drink, the target receives 12d12 damage per round. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Desert's Thirst Critical Hit causes the target to lose half its movement rate and do 25% less physical damage. |
20 Soul | 3 | 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Desert's Warding |
This spell is in the Purify spell chain and rune stone. This manipulation places a warding around you or 1 target which repels 75% of all water magic damage. |
N/A: Only 1 levels with this spell. |
Armor Effect: Desert's Warding Grants you spirit protection against water magic of +10. |
40 Soul | 4 | 1 target or self | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Desperate Desires |
This spell is a part of the Scorpion Jab spell chain and 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 a Will check with a 25 point penalty for the spell, and if it fails, a will check for round 2 at a 30 point penalty and round 3 at a 40 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 8d12 Vitality damage with a roll on the d6 with 6 = death. Target cannot do anything else for those 3 rounds. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Deterioration |
This spell is a part of the Soak spell chain and rune stone. 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. |
N/A: Only 1 levels with this spell. | N/A | 20 Soul per minute | 3 | 1 target within 6 feet | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Dispel |
This spell is a part of the Purify spell chain and 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. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Dispel Critical Hit causes spell effect. |
20 Soul | 2.5 | 1 target or self | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Distortion |
This spell is a part of the Distortion spell chain and rune stone. Distortion causes water to form on the target's eyes. The water distorts the vision of the target, making it difficult to see anything correctly. The target then has Visual Instability for the next four rounds. This gives a penalty of 10 to the target's Hit Chance and makes Hit Targeting unusable. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Distortion Critical Hit causes spell effect. |
10 Soul | 1 | 1 target | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Drown |
This spell is a part of the Soak spell string and 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 agility check, otherwise you too are trapped in the orb! |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 5 spaces affecting 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Dry Spell |
This spell is a part of the Purify spell chain and rune stone. This spell sucks away all of the Soul from the target slowly, causing the target to be unable to use spells or skills that require Soul. With this spell the target will lose 2d20 Soul per round and Soul restorative potions, skills, and spells are half as effective. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Dry Spell Critical Hit causes target to loose 2d12 Soul per round for 1d8 rounds, non-stacking. |
30 Soul | 3.5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Erode |
This spell is a part of the Soak spell chain and rune stone. This manipulation decreases the attack value of the target's equipped weapon by 10% or the target's physical armor protection by 10% each time this spell is used on the target. |
Level 2 Upgrade: increase the decrease to 20% Level 3 Upgrade: increase the decrease to 30% Level 4 Upgrade: increase the decrease to 40% |
N/A | 20 Soul; +10 per level | 2; +1 per level | 1 target |
Level 1: 55/85 Level 2: 45/75 Level 3: 35/65 Level 4: 25/55 |
This is a Tier 2 spell Level 1: 50/100 |
Evaporilion |
This spell is a part of the Soak spell chain and rune stone. This manipulation draws out the water from the body of the target. 9d20 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. |
Level 2 Upgrade: Increase damage by 1d20 Level 3 Upgrade: Increase damage by 1d20 Level 4 Upgrade: Increase damage by 1d20 |
N/A | 40 Soul; +10 per level | 4; +1 per level | 1 target |
Level 1: 45/75 Level 2: 35/65 Level 3: 25/55 Level 4: 15/45 |
This is a Tier 4 spell Level 1: 100/200 |
Flood of the Dead Waters |
This spell is a part of the Distortion spell chain and 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 16d20 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. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | battlefield | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
Frozen Lake |
This spell is a part of the Soak spell chain and rune stone. You create a sheet of ice on the floor. When someone decides to move, they will end up one 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 hex. You, the user, are not affected. |
N/A: Only 1 levels with this spell. | N/A | 20 Soul | 2 | battlefield |
Level 1: 55/85 Level 2: 45/75 |
This is a Tier 2 spell Level 1: 50/100 |
Gift of the Rapids |
This spell is a part of the Soak spell chain and rune stone. 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. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | 1 target or self | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Glacier's Armor |
This spell is a part of the Soak spell chain and rune stone. Using the dark power of the Glacier, you create a suit of armor made from glacial ice for yourself or a target you wish to protect. This armor halves all physical damage done to the protected target and blocks all water magic damage. It is worn and works with your regular armor. |
N/A: Only 1 levels with this spell. |
Armor Effect: Glacier's Armor Increases all Defenses and Spirit protection against water magic by x 1.5 for the piece of armor that it is applied to. |
30 Soul | 3 | 1 target or self | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Glacier's Flail |
This spell is a part of the Soak spell chain and 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 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. |
Level 2 Upgrade: Increase flail damage by 1d20. Level 3 Upgrade: Increase flail damage by 1d20. Level 4 Upgrade: Increase flail damage by 1d20. |
N/A | 40 Soul; +10 per level | 4; +1 per level | 1 target or self |
Level 1: 45/75 Level 2: 35/65 Level 3: 25/55 Level 4: 15/45 |
This is a Tier 4 spell Level 1: 100/200 |
Glacier's Force |
This spell is a part of the Soak spell chain and rune stone. Casting this spell places a beneficial boon on the target. 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. You can include the caster's runic energy to this boost by spending an extra 15 Soul. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Glacier's Force (Melee Weapon Only) Hit knocks down target and adds wielder's runic energy to the attack. |
50 Soul | 5 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Glacier's Icy Prison |
This spell is a part of the Aqua Seed spell chain and rune stone. With this spell you encase the target in a large globe of pure ice. 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 3d% + caster's Runic Energy 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. |
Level 2 Upgrade: +1d% cage Vitality Level 3 Upgrade: +1d% cage Vitality Level 4 Upgrade: +1d% cage Vitality |
N/A | 40 Soul, +10 per additional level | 3, +1 per additional level | 1 target |
Level 1: 50/80 Level 2: 40/70 Level 3: 30/60 Level 4: 20/50 |
This is a Tier 3 spell Level 1: 75/150 |
Glacier's Last Breath |
This spell is a part of the Aqua Seed spell chain and 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 20d20 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. |
Level 2 Upgrade: Increase damage by 3d20. Level 3 Upgrade: Increase damage by 3d20. Level 4 Upgrade: Increase damage by 3d20. |
N/A | 60 Soul; +10 per level | 6; +1 per level | battlefield |
Level 1: 35/65 Level 2: 25/55 Level 3: 15/45 Level 4: 5/35 |
This is a Tier 6 spell Level 1: 200/400 |
Glimmering Hope |
This spell is a part of the Distortion spell chain and rune stone. 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 3d20 points of damage. |
Level 2 Upgrade: Increase damage by 1d10. Level 3 Upgrade: Increase damage by 1d10. Level 4 Upgrade: Increase damage by 1d10. |
N/A | 20 Soul; +5 per level | 1.5; +0.5 per level | 3 targets |
Level 1: 55/85 Level 2: 45/75 Level 3: 35/65 Level 4: 25/55 |
This is a Tier 2 spell Level 1: 50/100 |
Hail Storm |
This spell is a part of the Aqua Seed spell chain and 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 Speed checks to see if they are hit each round or suffer 3d% damage with each hit. Enemies have your Runic Energy as a penalty while allies have your Runic Energy as a bonus. You are protected though. |
Level 2 Upgrade: Increase damage by 2d20. Level 3 Upgrade: Increase damage by 2d20. Level 4 Upgrade: Increase damage by 2d20. |
N/A | 50 Soul; +10 per level | 5; +1 per level | battlefield |
Level 1: 40/70 Level 2: 30/60 Level 3: 20/50 Level 4: 10/40 |
This is a Tier 5 spell Level 1: 150/300 |
Hallucinations of Hope |
This spell is a part of the Distortion spell chain and 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 resist check with a 10 point penalty to avoid the effects of this spell. |
N/A: Only 1 levels with this spell. | N/A | 30 Soul | 2 | 1 target | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Harbinger of Doom |
This spell is in the Purify spell chain and 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 300 Physical Armor, 25 Defense 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 melee power and 1d20 poison damage that does compound to any existing poison damage as well. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | 1 target or self | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |