Water Skin

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.

True Reflection

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.

Tsunami's Assault

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.

Spiritual Waters

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.

Soak

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%. 

Snow Storm

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 anyone in the storm, ally or foe, must make a Hard Evade Check. If they fail they will receive 5d4 points of damage. 

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