Water Spells

Status
Not open for further replies.

Sikeopath

Team Lead
Staff member
Team Lead
Story
Systems

Water

“The cool composure of the sea has often carried a deep sense of allure. No one truly knows what lies at the furthest reaches of its horizon, or the deepest of its freezing depths.”


Water magic thrives in denial, capable of washing away all that would bring harm.
From relief to the wounded, to the icy chill upon threats, opposition is hindered to a halt.

Within such abilities however lies a reliance upon maintaining such dissuading tactics.
Water thrives in the long run, drawing out conflicts. It struggles with swift and decisive threats.

In essence, Water seeks to keep enemies at bay for great lengths, and struggles in swift conflicts.


Initiate

Name: Aqua
Branch: Elemental | Water
Level/Cost: Initiate | 1
Effect: Damage
Range: 5 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The caster attacks a target with their magic, inflicting Roll Damage and [Slowed] for 1 round upon failure.
Name: Purify
Branch: Elemental | Water
Level/Cost: Initiate | 1
Effect: Healing
Range: Self / Touch
Casting Time: Bonus Action
Duration: Instant
Casting Roll: No Roll
Description: The caster caster purifies a single target with their magic. This removes a single debuff from the target. If the target has no debuffs, it instead heals a Minor Wound.
Name: Siphon Aqua
Branch: Elemental | Water
Level/Cost: Initiate | 1
Effect: Boon
Range: 5 Blocks
Casting Time: Bonus Action
Duration: Instant
Casting Roll: No Roll
Description: The caster absorbs the presence of cold or water (in any state) within a short distance, empowering themselves. This reduces the cost of their next Water Spell by 1 Astrium, and causes it to deal an additional Minor Wound if it successfully damages a target.

Valid sources are things such as: Cold, Puddles, Ice, Rain, Fog, ETC. This consumes it in the process. Bodily Fluids nor Water in the air is not a valid target for this spell.

This cannot reduce the cost of a spell beyond 0.

Apprentice

Name: Aqua Burst
Branch: Elemental | Water
Level/Cost: Apprentice | 2
Effect: Damage
Range: 5 Blocks, 3x3x3
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The caster creates a damage burst in a nearby area. Targets inside of this area must roll against the casters spell roll, or be inflicted with Roll Damage and [Slowed] for 1 round upon failure.
Name: Tidal Stride
Branch: Elemental | Water
Level/Cost: Apprentice | 2
Effect: Movement
Range: Self
Casting Time: Bonus Action
Duration: 1 Round
Casting Roll: Mind + Arcana
Description: The caster enhances their movement with their magic, harming targets they pass by with the recoil. When they complete casting, they become [Hastened] and immune to Opportunity Attacks for 2 rounds.

While the buffs persist, any targets they come in 1 block of must roll a defense against the caster’s spell roll or be inflicted with a Minor Wound and [Slowed] for 1 round upon failure.
Name: Waterveil
Branch: Elemental | Water
Level/Cost: Apprentice | 2
Effect: Healing
Range: 5 Blocks
Casting Time: Bonus Action
Duration: 2 Turns
Casting Roll: Mind + Arcana, 3+ Successes
Description: The caster envelops a target in an aquatic barrier, bolstering their defenses. While the barrier persists, they gain +1 on all of their defensive rolls. This provides relief from intense heat, immunity from the [Burned] effect, and increases their vulnerability to the cold.
Additionally, any targets who melee attack the target and fail to deal damage suffer a Minor Wound and [Slowed] for 1 round upon failure.

Magus


Sorcerer


Conjurer

 
Last edited:
Status
Not open for further replies.
Back
Top