Water

Water.png

Water Magic is the magic of the runic element, water. Therefore it has the following properties:

Magic Type: Water Magic

Effects on Magic Damage: Double runic energy for magic attacks done against those of the fire element.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Affinities: Liquid, Desert

Months: Yayannie, Marpegoth

Information about the element: The runic sign of water is the seventh element of the year. Those born under this element are usually clear-headed, calm, and resourceful. They often clash with those born under the runic element of air. Water Magic often involves the use of support spells.

Elemental Effects

Effects on Magic Damage: Double runic energy for magic attacks done against those of the fire element.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Supportive Effects: 20% chance for status effect immunity.

Water Affinities

Those born under the element of water will have a stronger affinity to one of two aspects of water. Those aspects are water and desert.

Water is the most iconic and well known aspect of water magic. It is the very aspect of water itself, of the sea, ice, and even the rain. Water governs aquamancy's power of healing and support. Through water, one might heal a wound, restore one to life, or freeze one in their tracks. These are your aquamancers. Those with the water affinity are very patient and willing to compromise on their short term goals to better meet their long term goals.

Desert is the opposite of water, and some might find it confusing that it is an aspect of water magic at all. Desert is the aspect or state of things without water, and pulling water away from an environment is as much about aquamancy as is manipulating the water. Through the aspect of the desert, a spell caster can cause hallucinations, illusions, and desperation enough to control others. Desert is the aspect that governs Dehydramancy.  Those with the desert affinity are your emotional vampires, your psychopaths and narcissists. They put up a front of being like water and very moving, but it is usually an act for them.

The Soul of Water

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of water is that of the great and legendary master of the seas, the Leviathan. The various affinities have their own minor soul that they connect to.

  • Water: The affinity soul of water is the Sea. The sea allows you to absorb 1d20% of any and all water magic cast upon you to restore you HP, SA, or EP with. You must decide to use your affinity soul, and can only do so once per round.
  • Desert: The affinity soul of desert is the Scorpion. Every time they have a critical hit with their magic, their target(s) are inflicted with dehydration for 1d4 rounds.

The water soul of the Leviathan can be reached when the one born under water has mastered 5 water spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when one is terrified for his or her life, or when the aquamancer is driven to bitter rage. Should any of those conditions exist, the aquamancer gets a 10% chance to awaken his or her runic soul. Doing so would bring forth a terrifying tsunami that would push away all enemies within three spaces of the aquamancer, and fuel the aquamancer with greater power by doubling his or her melee, throw, bow, and magic power and making all attacks - magical and physical, instant crits for the next 2d4 rounds. If the aquamancer's reason for fear is being near death, the aquamancer will be fully restored. If the aquamancer's reason for rage is the death of an ally, said ally will be returned to the world of the living. For the awakening to happen, a true reason must exist to throw the aquamancer into a state of deep fear or deep rage, which is up to the GM. However, the empathy talent can cause this state to exist faster, and any spell that causes fear on the aquamancer could bring about this awakening.

This chance does increase as your connection to water increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Water: to use minor water manipulations you must have a Runic Soul greater than 10 and have mastered at least one aquamancy spell. Then you can cause small manipulations like fill water containers, move water, and so forth. The degree of control needed will determine how much runic soul you need to have.

Desert: to use minor desert manipulations you must have a Runic Soul greater than 10 and have mastered at least one dehydramancy spell. Then you can cause small manipulations like dissipate water, dry out meat, and so forth. The degree of control needed will determine how much runic soul you need to have.

There are no pages beneath this page

There are no posts yet

Parent