Aquamancy

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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aquamancy