aquamancy

Tainted Waters

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.

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 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. 

Serene Strike

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.

Sea's Spirit

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.