Aquamancy

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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

Purify

This spell is a part of the Purify spell chain and rune stone. This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison or sickness.

N/A: Only 1 levels with this spell.

Armor Effect: Purify

Immune to sickness, increase resistance by 5 against poison.

10 Soul 1 1 target or self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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

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

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

Polar Mount

This spell is a part of the Distortion spell chain and rune stone. With this manipulation you summon a massive polar bear. You may ride this bear. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the polar bear turns into a small puddle. This spell cannot be cast in battle but the polar bear can be road into battle.

N/A: Only 1 levels with this spell. N/A 20 Soul 2 next to caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

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

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

Ripple

This spell is a part of the Aqua Seed spell string and rune stone. A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make an agility check to see if they remain standing. If they fail, they fall down.

N/A: Only 1 levels with this spell.

Weapon Effect: Ripple

Critical Hit knocks down target.

20 Soul 2 a 4x4 space area around the caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

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

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

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

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

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

Snow Storm

This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation creates a small blizzard spanning the battlefield. Each round there is a chance of getting injured by the cold snow and mixed in ice. Each round the Snow Storm will make a Hit Chance roll with a 10 point bonus against every enemy target to deal 4d20 + 20 points of damage. Allies and yourself are not affected.

Level 2 Upgrade: Increase damage by 1d12 + 2.
Level 3 Upgrade: Increase damage by 1d12 + 2.
Level 4 Upgrade: Increase damage by 1d12 + 2.
N/A 30 Soul; +10 per level 2; +1 per level all enemy 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
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

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

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

Nymph's Lullaby

This spell is a part of the Distortion spell chain and rune stone. This spell calls upon the sea spirit, the nymph. The nymph appears and sings a slow paced lullaby. All enemy targets must make a resistance check or will fall asleep until something wakes it.

N/A: Only 1 levels with this spell.

Weapon Effect: Nymph's Lullaby

Critical Hit inflicts sleep on target.

30 Soul 2 all enemy targets Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

True Reflection

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

N/A: Only 1 levels with this spell.

Armor Effect: True Reflection (Helmet Only)

Renders immune to halluniations and illusions.

30 Soul 3 battlefield or one room or hallway Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

Purge

This spell is a part of the Purify spell chain and 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. Purge can also be used in a 3x3 space area to purge the area leaving it in its normal, natural state.

N/A: Only 1 levels with this spell. N/A 30 Soul 4 1 target or self or a 3x3 space area Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

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

Spiritual Waters

This spell is a part of the Distortion spell chain and rune stone. This spell envelopes the protected target in a mist of spiritual holy water. While in this mist, the target cannot be possessed or controlled. If the target is already under possession or control, this will free the target.

N/A: Only 1 levels with this spell.

Armor Effect: Spiritual Waters

Prevents possession or mind control.

25 Soul 2 1 target 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

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

Tags: Aquamancy