Aquamancy

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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

Mace of Water's Bane

This spell is in the Purify spell chain and rune stone. This spell summons a great mace to be the weapon of the target. 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.

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

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

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

Riptide

This spell is a part of the Soak spell string and 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 9d20 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 2d20 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.

Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d20.
N/A 30 Soul; +10 per level 3; +1 per level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

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

Soak

This spell is a part of the Soak spell chain and rune stone. You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. 

N/A: Only 1 levels with this spell.

Weapon Effect: Soak

Critical Hit inflicts sickness.

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Typhoon's Child

This spell is a part of the Soak spell chain and rune stone. 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 60 Soul 6 next to caster Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

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

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

Uplift

This spell is a part of the Soak spell chain and rune stone. This manipulation is made to levitate a target into the air and leave them there for two rounds. At the end of the second round, the water holding the target up will dissipate, but not before putting some water above the target. The damage comes from hitting the ground, dealing 4d20 points of physical damage. During the round the target is levitated, the target may still attack with projectile weapons and spells. You can also use this skill to hold an ally up.

N/A: Only 1 levels with this spell.

Armor Effect: Uplift (Footwear only)

Triple jump range.

15 Soul 1.5 1 target Level 1:  55/85

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

Ocean Soul

This spell is a part of the Soak spell chain and rune stone. 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 energy is increased by 15.

N/A: Only 1 levels with this spell.

Armor Effect: Ocean Soul (Helmet only)

Breath underwater.

30 Soul 3 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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
Level 2: 75/150

Warrior of the Currents

This spell is a part of the Soak spell chain and rune stone. With this spell your chosen target becomes a warrior for the waters. The target is gifted with 80 defense and double the attack value of the target's melee weapon. The target's Endurance, 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.

N/A: Only 1 levels with this spell.

Armor Effect: Warrior of the Currents

Defense and Spirit provided by attached armor is doubled.

Weapon Effect: Warrior of the Currents (Melee Weapon Only)

Apply double melee power to attack on top of normal melee power.

60 Soul 6 1 target or self Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Quench

This spell is a part of the Soak spell chain and 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.

N/A: Only 1 levels with this spell. N/A 20 Soul 2 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Sub-Zero Desert

This spell is a part of the Soak spell chain and rune stone. 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.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Water-skin

This spell is a part of the Soak spell chain and rune stone. 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.

N/A: Only 1 levels with this spell.

Armor Effect: Water Skin

10% immunity to water magic, stacks with other armor pieces with same rune stone attached.

25 Soul 2.5 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

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

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

Scorpion Jab

This spell is a part of the Scorpion Jab spell chain and rune stone. With this spell you sharply pull away water from the target, replacing it with poison. This does instant damage of 4d20 and deals 1d12 poison damage per round until cured. There is no immunity to this poisoning.

Level 2 Upgrade: Increase inital damage by 1d20
Level 3 Upgrade: Increase poison damage by 1d12
Level 4 Upgrade: inflict Soul poisoning of 1d12 per round until healed.

Weapon Effect: Scorpion Jab

Critical Hit poisons target for 1d10 poison damage until cured. This is non-stacking.

15 Soul; +10 per level 1.5; 1 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
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Hypernatraemia

This spell is a part of the Scorpion Jab spell chain and 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 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. One can only drink 1 use of liquid per round, but the target can not attack to have another use, not move to have another use, not cast a spell, not defend, etc... Therefore unless the target is lucky enough to roll really low, this spell is a death sentance.

N/A: Only 1 levels with this spell.

Weapon Effect: Hypernatraemia

Critical Hit causes dehydration status effect.

50 Soul 6 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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

Mermaid's Gasp

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

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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

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

Sandstorm

This spell is a part of the Scorpion Jab spell chain and rune stone. This spell attempts to summon a terrible storm. However the storm is devoid of any water and instead fills itself with sand and debris. It rages across the battlefield doing 20d10 damage to all enemy targets. Yourself and your allies are protected within bubbles.

Level 2 Upgrade: + 1d20 to damage
Level 3 Upgrade: + 1d20 to damage
Level 4 Upgrade: + 1d20 to damage
N/A 35 Soul; +10 per level 4; +1 per level all enemy targets Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

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

Warding

This spell is a part of the Purify spell chain and rune stone. Warding protects against magical spell damage. If a damaging spell has the ability to do more than 40 points of damage, then its spell damage is reduced by 40 and the remaining damage is further reduced by 20%. Spells that do 40 points of damage or less will do zero damage. Spells that do not cause damage are not protected against. Any adverse effect from the damaging spell still applies.

N/A: Only 1 levels with this spell.

Armor Effect: Warding

Decreases all water magic damage by 20%.

20 Soul 2.5 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Tags: Aquamancy