Aquamancy

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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
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

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
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

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
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

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

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

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

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

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
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

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
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

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

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

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

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

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

Ice Spear

This spell is a part of the Aqua Seed spell chain and 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 1d% + 2d20 points of physical damage, 20% piercing. The ice dissipates afterwards.

Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20

Weapon Effect: Ice Spear

Weapon always does 20% piercing damage.

30 Soul; +10 per level 2; +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

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

Tsunami's Assault

This spell is a part of the Aqua Seed spell chain and 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 20d10 damage.

Level 2 Upgrade: increase damage by 1d12.
Level 3 Upgrade: increase damage by 1d12.
Level 4 Upgrade: increase damage by 1d12.

Weapon Effect: Tsunami's Assault

Critical Hit causes spell effect.

40 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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aquamancy