Aquamancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
Vicious Impact |
This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation creates an orb of pure, smooth ice. You catapult this orb at a single target. The orb finds its target and lands square in the chest area doing 4d% points of damage. Not only does it do damage but it knocks the wind out of the enemy stunning the enemy for one round. |
Level 2 Upgrade: Increase damage by 1d%. Level 3 Upgrade: Increase damage by 1d%. Level 4 Upgrade: Increase damage by 1d%. |
N/A | 60 Soul; +10 per level | 6; +1 per level | 1 target |
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 |
Tidal Strike |
This spell is a part of the Aqua Seed spell chain and 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 2d% + 100 points of damage. |
Level 2 Upgrade: Increase damage by 1d% +15 Level 3 Upgrade: Increase damage by 1d% +15 Level 4 Upgrade: 45% chance to instantly kill target and increase damage by 50. |
N/A | 70 Soul; +10 per level | 6; +1 per level | 1 target |
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 |
Rain Restored |
This spell is a part of the Distortion spell chain and 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 luck chance. The chance for yourself and your allies is the caster's vitality save check increased by the caster's runic energy. Allies, enemies, and yourself who are of the water element get an extra +10 bonus to this check. |
N/A: Only 1 levels with this spell. | N/A | 55 Soul | 5 | battlefield | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
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 |
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 |
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 |
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 |
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 |
Serene Strike |
This spell is a part of the Aqua Seed spell chain and 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 2d% + 20 points of damage. |
Level 2 Upgrade: Increase damage by 2d20. Level 3 Upgrade: Increase damage by 2d20. Level 4 Upgrade: Increase damage by 2d20. |
N/A | 60 Soul; +10 per level | 5; +1 per level | 1 target |
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 |
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 |
Sea's Citadel |
This spell is a part of the Aqua Seed spell chain and 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 1d%+3d20 per arrow. Any projectiles or spells used from inside can reach the outside. Enemies inside are not effected by the arrows and can attack those inside freely. Allies outside are not affected by the arrows. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | a 3x3 space area around the caster | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Rising Blood |
This spell is a part of the Distortion spell chain and 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 speed check with your Runic Energy as a penalty to see if they get caught. If they get caught the target is knocked down and is held face down in the blood. The target must then roll a 1d6 each round until freed, with 6 equaling the target being incapacitated with 0 Vitality. The target may be saved if the hand is knocked free by another target or with a successful strength check. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | battlefield | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
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 |
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 |
Living Rain |
This spell is a part of the Distortion spell chain and 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 energy. |
N/A: Only 1 levels with this spell. | N/A | 45 Soul | 4 | 1d20 spaces to be distributed as desired | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/250 |
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 |
Sea's Spirit |
This spell is a part of the Aqua Seed spell chain and 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 80 points of the damage. Each time the spirit takes damage for an ally, a protection is used up. |
Armor Effect: Sea's Spirit Increases Defense and Spirit by 25%. |
40 Soul; +10 per level | 4; +1 per level | all allies and 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 |
|
Sea's Will |
This spell is a part of the Aqua Seed spell chain and 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 2d% points of damage to a single target of your choice. The second is healing magic that restores 10d20 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. |
Level 2 Upgrade: Increase damage/healing by 1d20. Level 3 Upgrade: Increase damage/healing by 1d20. Level 4 Upgrade: Increase damage/healing 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 |
Water Twister |
This spell is a part of the Aqua Seed spell chain and rune stone. This manipulation creates a large tornado made completely out of water. The tornado hunts out your enemies and sucks them into the tornado. Each round that the enemy is in the tornado, they receive 2d% + double runic energy points of damage. At the end of the spell, the tornado releases them, dropping them to the floor. Every enemy is knocked out for 1 round. |
Level 2 Upgrade: + 2d20 damage Level 3 Upgrade: + 2d20 damage Level 4 Upgrade: + 2d20 damage |
N/A | 40 Soul; +10 per level | 4; +1 per level | all enemy targets |
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 |
Ice Nails |
This spell is a part of the Aqua Seed spell chain and 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 2d% points of damage. They wait and jab into the target again the next round, doing another 2d% points of damage, before dissipating. Both attacks are 10% piecing. |
Level 2 Upgrade: Increase 1st attack damage by 1d20. Level 3 Upgrade: Increase 2nd attack damage by 2d20. Level 4 Upgrade: Increase both attacks damage by 2d20, inflict bleeding out status at end of spell. |
N/A | 40 Soul; +10 per level | 3; +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 |
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 |
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 |
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 |
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 |
Relaxing Rain |
This spell is a part of the Distortion spell chain and rune stone. With this spell you can call forth a relaxing rain that restores Endurance. 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 Endurance, not increased by runic energy. |
N/A: Only 1 levels with this spell. | N/A | 35 Soul | 3 | 1d20 spaces to be distributed as desired | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
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 |
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 |
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 |