
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 power 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.
Affinities: Liquid, Desert
Months: Yayannie, Marpegoth
Water Magic is magic that involves the manipulation of the water element. Those born under the runic element of water would use water magic as magic. Water Magic is categorized into the following: Aquamancy and Dehydramancy.
- Aquamancy focuses most on purifying, healing, and supporting, however there are some attack spells. Offensive aquamancy magic tends to be mostly concentrated or forced water or ice magic. It's affinity is water.
- Dehydramancy is the pulling away of water. It is the power of creating terrible thirsts and droughts. It's affinity is desert.
1) 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.
Back to top2) Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Water: You can cause small manipulations like fill water containers, move water, and so forth.
Desert: You can cause small manipulations like dissipate water, dry out meat, and so forth.
Back to top3) The Two Iconic Symbols of Water Magic
In the elemental magic of Water Magic, there are two iconic symbols. They are the Sea and the Glacier. These symbols are said to be the very source of water magic, even though like all elemental magic in Nor'Ova, water magic is conducted not by incantations or potions, but by manipulating the element of water to produce magical effects.
These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.
In the elemental magic of Water Magic, the Sea symbolizes the light aspect while the Glacier represents the dark aspect.
Back to top4) Environmental Effects on Water Magic
Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.
In the case of water magic:
- In watery places or places where there is a lot of water element present - such as swamps or when its raining - water magic effects are increased by x 1.25, except in dehydramancy where its effects are decreased by x 0.75.
- In hot and dry places such as deserts, water magic effects are decreased by x 0.75, except with dehydramancy where its effects are increased by x 1.25.
5) 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 Vitality, Soul, or Power 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 acquired 3 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 hard arcana 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 offensive, 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.
Back to top6) Water Magic Progression Grid
Back to top7) Water Magic Spells
Spell | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
---|---|---|---|---|---|---|---|---|
Aqua Pull | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this manipulation, you hit the target with an aqua seed, only to pull back at the last minute. This spell does 3d4 initial damage and then 3d4 secondary damage for a total of 6d4 magic damage. |
N/A |
Aqua Seed |
Aqua Seed | 2 Soul | 1 | 1 target | instant | Easy Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 3d4 points of damage. |
Weapon Effect: Aqua Seed Critical Hit causes spell effect. |
N/A |
Armor of the Submerged | 8 Soul | 8 | 1 target or self | 1d6 rounds | Hard Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 6d10 points of damage with each attack. |
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. |
Nymph's Lullaby |
Cloud Sight | 4 Soul | 4 | 1 floor or 1 square mile | instant | Normal Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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. |
Armor Effect: Cloud Sight (Helmet only) Allows the wearer to get a view of the floor map while in meditation. |
Distortion |
Cold Heart | 8 Soul | 7 | 1 target or self | 1d6 rounds | Hard Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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%. |
Armor Effect: Cold Heart Immune to mental or psychological status effects such as berserk and fear, including positive ones. |
Water Skin |
Corrective Proprioception | 8 Soul | 7 | 1 target or self | duration of battle | Hard Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 1d8 bonus. |
N/A |
True Reflection |
Dark Fog | 8 Soul | 8 | battlefield | 1d10 rounds | Hard Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. You create this spell to have a curtain of fog hang over the battlefield. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 5d12 damage. The Dark Fog will make Hit Chance rolls to hit every target, ally and enemy, and everyone will need to make a hard immunity check to avoid Visual Instability. The user of this spell, is unaffected. |
N/A |
Spiritual Waters |
Deadman's Thirst | 6 Soul | 5 | 1 target | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Scorpion Jab spell chain and is in the Scorpion Jab 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 offensive power. The target also receives the caster's runic power as damage each round. The target can make a hard mental balance -2 check against the initial casting, but once afflicted the spell must run its course or be dispelled. |
N/A |
Desert's Thirst |
Desert's Thirst | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Scorpion Jab spell chain and is in the Scorpion Jab rune stone. This spell pulls away all the moisture from the target's mouth and throat. This causes the target to lose half its move rate and do 25% less physical damage while also causing 2d10 damage per round. If the target has no access to drink, the target receives 2d12 damage per round. |
Weapon Effect: Desert's Thirst Critical Hit causes the target to lose half its movement rate and do 25% less physical damage. |
Scorpion Jab |
Desert's Warding | 6 Soul | 6 | 1 target or self | 1d6 rounds | Normal Arcana -2 | This spell is in the Purify spell chain and is found in the Purify rune stone. This manipulation places a warding around you or 1 target which repels 75% of all water magic damage. |
Armor Effect: Desert's Warding Reduces damage done by water magic by the wearer's Arcana. |
Warding |
Desperate Desires | 8 Soul | 8 | 1 target | 3 rounds | Hard Arcana | This spell is a part of the Scorpion Jab spell chain and is in the Scorpion Jab 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 an impossible mental balance check for the spell, and if it fails, the same check for round 2 at a 5 point penalty and round 3 at a 10 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 2d20 Vitality damage with a roll on the d6 with 6 = death. Target cannot do anything else for those 3 rounds. |
N/A |
Deadman's Thirst |
Deterioration | 6 Soul | 5 | 1 target within 6 feet | until ended, Soul depletion, or object destroyed | Normal Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak 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 |
Erode |
Dispel | 4 Soul | 3 | 1 target or self | instant | Normal Arcana | This spell is a part of the Purify spell chain and is found in the Purify 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. |
Weapon Effect: Dispel Critical Hit causes spell effect. |
Purify |
Distortion | 2 Soul | 1 | 1 target | 1d4 rounds | Easy Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 3 to the target's Hit Chance. |
Weapon Effect: Distortion Critical Hit causes spell effect. |
N/A |
Drown | 8 Soul | 8 | 5 spaces affecting 1 target | 3 round countdown | Hard Arcana | This spell is a part of the Soak spell string and is found in the Soak rune stone. The target is lifted and thrown into an orb of rushing water that they cannot get out of. After three rounds they are dead. Freeing the target from this spell is easily done. All one must do is reach in and pull the target out of the water spell. But be careful to not fail your hard acrobatics check, otherwise you too are trapped in the orb! |
N/A |
Riptide |
Dry Spell | 8 Soul | 7 | 1 target | 1d8 Rounds | Hard Arcana | This spell is a part of the Purify spell chain and is found in the Purify 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. |
Weapon Effect: Dry Spell Critical Hit causes target to loose 1d12 Soul per round for 1d8 rounds, non-stacking. |
Desert's Warding |
Erode | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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. |
N/A |
Soak |
Evaporilion | 6 Soul | 5 | 1 target | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This manipulation draws out the water from the body of the target. 2d20 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. |
N/A |
Desert's Thirst |
Flood of the Dead Waters | 12 Soul | 11 | battlefield | until someone dies or battle ends | Impossible Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 9d10 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 |
Rising Blood |
Frozen Lake | 4 Soul | 4 | battlefield | 1d8 Rounds | Normal Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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 space. You, the user, are not affected. |
N/A |
Soak |
Gift of the Rapids | 10 Soul | 9 | 1 target or self | 1d6 rounds | Hard Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak 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 7d10 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 30 points of damage, whether it be ally or enemy. |
N/A |
Cold Heart |
Glacier's Armor | 6 Soul | 6 | 1 target or self | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak 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. |
Armor Effect: Glacier's Armor Increases armor defense protection against water magic by x 1.5 for the piece of armor that it is applied to. |
Frozen Lake |
Glacier's Flail | 8 Soul | 7 | 1 target or self | 1d8 Rounds | Hard Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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 5d10 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. |
N/A |
Glacier's Armor |
Glacier's Force | 10 Soul | 10 | 1 target or self | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak rune stone. Casting this spell places a beneficial boon on the target. The target receives a boost in their offensive and bow power of 1d20 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. |
Weapon Effect: Glacier's Force (Melee Weapon Only) Hit knocks down target and adds wielder's runic power to the attack. |
Glacier's Flail |
Glacier's Icy Prison | 6 Soul | 6 | 1 target | until freed or battle over | Normal Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 40 + caster's Runic Power 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. |
N/A |
Snow Storm |
Glacier's Last Breath | 12 Soul | 11 | battlefield | instant | Impossible Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 1d% 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. |
N/A |
Hail Storm |
Glimmering Hope | 4 Soul | 3 | 3 targets | instant | Normal Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 1d20 points of damage. |
N/A |
Distortion |
Hail Storm | 10 Soul | 9 | battlefield | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 hard luck checks to see if they are hit each round or suffer 4d20 damage with each hit. You are protected though. |
N/A |
Ice Nails |
Hallucinations of Hope | 6 Soul | 5 | 1 target | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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 hard mental balance check to avoid the effects of this spell. |
N/A |
Glimmering Hope |
Harbinger of Doom | 12 Soul | 12 | 1 target or self | 1d6 rounds | Impossible Arcana | This spell is in the Purify spell chain and is found in the Purify 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 20 Physical Armor, 10 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 offensice power and 1d10 poison damage that does compound to any existing poison damage as well. |
N/A |
Mace of Water's Bane |
Hypernatraemia | 10 Soul | 10 | 1 target | 3 round countdown | Hard Arcana -2 | This spell is a part of the Scorpion Jab spell chain and is in the Scorpion Jab 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 3d12 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, nor cast a spell, nor defend, etc... Therefore unless the target is lucky enough to roll really low, this spell is a death sentence. |
Weapon Effect: Hypernatraemia Critical Hit causes dehydration status effect. |
Desperate Desires |
Ice Nails | 8 Soul | 7 | 1 target | 2 rounds | Hard Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 6d10 points of damage. They wait and jab into the target again the next round, doing another 6d10 points of damage, before dissipating. |
N/A |
Ice Spear |
Ice Spear | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 10d4 points of damage. The ice dissipates afterwards. |
Weapon Effect: Ice Spear Weapon always does piercing damage. |
Aqua Pull |
Living Rain | 10 Soul | 10 | 1d20 spaces to be distributed as desired | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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 power. |
N/A |
Relaxing Rain |
Mace of Water's Bane | 10 Soul | 10 | 1 target or self | 1d6 rounds | Hard Arcana -2 | This spell is in the Purify spell chain and is found in the Purify rune stone. This spell summons a great mace to be the weapon of the target. This mace deals 4d20 plus runic power 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 |
Dry Spell |
Mermaid's Gasp | 8 Soul | 8 | 1 target | 4 rounds | Hard Arcana | This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab 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 |
Sandstorm |
Nymph's Lullaby | 6 Soul | 5 | all enemies | instant | Normal Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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 hard mental brace -1 check or will fall asleep until something wakes it. |
Weapon Effect: Nymph's Lullaby Critical Hit inflicts sleep on target. |
Cloud Sight |
Ocean Soul | 8 Soul | 7 | 1 target or self | 1 day | Hard Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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. |
Armor Effect: Ocean Soul (Helmet only) Breath underwater. |
Water Skin |
Polar Mount | 4 Soul | 4 | next to caster | 1 day | Normal Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 |
Distortion |
Purge | 6 Soul | 5 | 1 target or self or a 3x3 space area | instant | Normal Arcana -2 | This spell is a part of the Purify spell chain and is found in the Purify 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 |
Dispel |
Purify | 2 Soul | 1 | 1 target or self | instant | Easy Arcana | This spell is a part of the Purify spell chain and is found in the Purify 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. |
Armor Effect: Purify Immune to sickness, increase Immunity by 2 against poison. |
N/A |
Quench | 4 Soul | 3 | 1 target or self | instant | Normal Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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 |
Soak |
Rain Restored | 12 Soul | 12 | battlefield | 1d8 Rounds | Impossible Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion 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 power. Allies, enemies, and yourself who are of the water element get an extra +5 bonus to this check. |
N/A |
Living Rain |
Relaxing Rain | 8 Soul | 8 | 1d20 spaces to be distributed as desired | 1d8 Rounds | Hard Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this spell you can call forth a relaxing rain that restores Power. 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 2d20 Power, not increased by runic power. |
N/A |
Spiritual Waters |
Ripple | 4 Soul | 3 | a 4x4 space area around the caster | instant | Normal Arcana | This spell is a part of the Aqua Seed spell string and is found in the Aqua Seed 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 a normal brace -1 check to see if they remain standing. If they fail, they fall down. |
Weapon Effect: Ripple Critical Hit knocks down target. |
Aqua Seed |
Riptide | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Soak spell string and is found in the Soak 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 3d12 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 1d12 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. |
N/A |
Uplift |
Rising Blood | 10 Soul | 10 | battlefield | instant | Hard Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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 hard acrobatics check 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 killed with 0 Vitality. The target may be saved if the hand is knocked free by another target or with a successful hard athletics check. |
N/A |
Tainted Waters |
Sandstorm | 6 Soul | 6 | all enemies | instant | Normal Arcana -2 | This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. This spell attempts to summon a terrible storm. However the storm is devoid of any water and instead fills itself with sand and debris. It rages across the battlefield doing 4d12 damage to all enemy targets. Yourself and your allies are protected within bubbles. |
N/A |
Desert's Thirst |
Scorpion Jab | 2 Soul | 1 | 1 target | until cured | Easy Arcana | This spell is a part of the Scorpion Jab spell chain and is found in the Scorpion Jab rune stone. With this spell you sharply pull away water from the target, replacing it with poison. This does instant damage of 4d4 and deals 1d6 poison damage per round until cured. There is no immunity to this poisoning. |
Weapon Effect: Scorpion Jab Critical Hit poisons target for 1d4 poison damage until cured. This is non-stacking. |
N/A |
Sea's Citadel | 10 Soul | 10 | a 3x3 space area around the caster | 1d10 rounds | Hard Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 5d10 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 |
Sea's Will |
Sea's Grasp | 8 Soul | 7 | 1 target | takes 2 rounds to complete effect | Hard Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. With this manipulation you create three rings of water magic around the target of your choice, then leave them to their own devices. The rings start making sudden movements every which way. The target is thrown around like a rag doll in the magic, as if in a storm out in the ocean. At the end of the second round, the rings shatter. The total damage of 6d10 is done at the end of the second round. |
N/A |
Tsunami's Assault |
Sea's Spirit | 8 Soul | 8 | all allies and self | 2d6 protections | Hard Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 5d10 points of the damage. Each time the spirit takes damage for an ally, a protection is used up. |
Armor Effect: Sea's Spirit Increases Armor Defense by 30%. |
Glacier's Icy Prison |
Sea's Will | 8 Soul | 8 | 1 target or self | 1d6 rounds | Hard Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 5d12 points of damage to a single target of your choice. The second is healing magic that restores 5d8 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. |
N/A |
Glacier's Icy Prison |
Serene Strike | 10 Soul | 9 | 1 target | instant | Hard Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 6d12 points of damage. |
N/A |
Sea's Grasp |
Snow Storm | 4 Soul | 4 | a 4x4 space area of your choosing | 1d8 Rounds | Normal Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed rune stone. This manipulation creates a small blizzard spanning the area. 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 2 point bonus against anyone in the area to deal 5d4 points of damage. |
N/A |
Aqua Seed |
Soak | 2 Soul | 1 | 1 target | until cured | Easy Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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%. |
Weapon Effect: Soak Critical Hit inflicts sickness. |
N/A |
Spiritual Waters | 6 Soul | 5 | 1 target | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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. |
Armor Effect: Spiritual Waters Prevents possession or mind control. |
Polar Mount |
Sub-Zero Desert | 6 Soul | 6 | battlefield | 2d6 rounds | Normal Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak 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 normal endure check, if you succeed you will be spared from the frozen temperatures. If you fail, you will not. Enemies can make a hard endure check. Those who fail find themselves freezing to death, receiving 2d20 magic damage per round plus frostbite status effect. |
N/A |
Frozen Lake |
Tainted Waters | 8 Soul | 8 | battlefield | instant | Hard Arcana | This spell is a part of the Distortion spell chain and is found in the Distortion rune stone. With this manipulation you create a flood of blackish sickly water. The waters are 4 feet deep, and only affect land based enemy targets. Those touched by the water must make hard immunity -2 checks to not get poisoned. Should they get poisoned, they lose 1d8 Vitality per round. The waters avoid you and your allies, going around you instead. |
N/A |
Hallucinations of Hope |
Tidal Strike | 12 Soul | 11 | 1 target | instant | Impossible Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 9d12 points of damage. |
N/A |
Serene Strike |
True Reflection | 6 Soul | 5 | battlefield or one room or hallway | instant | Normal Arcana -2 | This spell is a part of the Distortion spell chain and is found in the Distortion 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. |
Armor Effect: True Reflection (Helmet Only) Renders immune to hallucinations and illusions. |
Glimmering Hope |
Tsunami's Assault | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 4d10 damage. |
Weapon Effect: Tsunami's Assault Critical Hit causes spell effect. |
Ripple |
Typhoon's Child | 12 Soul | 11 | next to caster | 2d6 rounds | Impossible Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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. 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 |
Glacier's Force |
Uplift | 4 Soul | 3 | 1 target or self | takes 2 rounds to complete effect; or until target is set down by caster | Normal Arcana | This spell is a part of the Soak spell chain and is found in the Soak 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 2d8 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. |
Armor Effect: Uplift (Footwear only) Triple jump range. |
Soak |
Vicious Impact | 12 Soul | 11 | 1 target | instant | Impossible Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 1d% points of damage. Not only does it do damage but it knocks the wind out of the enemy stunning the enemy for one round. |
N/A |
Hail Storm |
Warding | 4 Soul | 3 | 1 target or self | 1d8 Rounds | Normal Arcana | This spell is a part of the Purify spell chain and is found in the Purify rune stone. Warding protects against magical spell damage. If a damaging spell has the ability to do more than 1d20 points of damage, then its spell damage is reduced by the number rolled and the remaining damage is further reduced by 20%. Spells that do the number rolled 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. |
Armor Effect: Warding Decreases all water magic damage by 20%. |
Purify |
Warrior of the Currents | 12 Soul | 11 | 1 target or self | 1d6 rounds | Impossible Arcana | This spell is a part of the Soak spell chain and is found in the Soak rune stone. With this spell your chosen target becomes a warrior for the waters. The target is gifted with the caster's arcana as armor defense and double the attack value of the target's melee weapon. The target's Power, 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. |
Armor Effect: Warrior of the Currents Defense provided by attached armor is increased by 1. Weapon Effect: Warrior of the Currents (Melee Weapon Only) Every hit is a critical hit. |
Gift of the Rapids |
Water Skin | 6 Soul | 5 | 1 target or self | 1 day | Normal Arcana -2 | This spell is a part of the Soak spell chain and is found in the Soak rune stone. This spell increases the target's immunity to aquamancy magic by 25%. It also gives the target a bonus of 2 to Immunity 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. |
Armor Effect: Water Skin 10% immunity to water magic, stacks with other armor pieces with same rune stone attached. |
Quench |
Water Twister | 8 Soul | 8 | all enemies | 1d8 Rounds | Hard Arcana | This spell is a part of the Aqua Seed spell chain and is found in the Aqua Seed 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 5d10 + double runic power 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. |
N/A |
Tsunami's Assault |