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'''Stats:''' +5 true damage to all damage you do and +5 healing to all healing you do for 3 turns.
'''Stats:''' +5 true damage to all damage you do and +5 healing to all healing you do for 3 turns.


==== Chart ====
==== Chart over effects of moonphases ====
[[File:Moons.jpg|530px|thumb|alt=Diagram]]
[[File:Moons.png|530px|alt=Diagram]]
 
=== Level 3: Mearfolk Technique (30 Affinity) ===
'''Level 3:''' Mearfolk Technique
 
'''Mearfolk Technique:''' Typhoon, Razor Stream, Pressure of The Deep
 
'''Passive:''' You can breathe underwater and have advantage on losing consciousness because of lack of breath. All of the attacks only fully work underwater or in a supplementary other liquid. When performing the techniques in the air all damage, DC’s and range are halved. To learn this type of technique you either have to be from the merfolk or learn it from an experienced user.
 
 
'''Name:''' Typhoon
 
'''Cost:''' 12 STA and 12 FP
 
'''Synopsis:''' You feel the currents around you and use them to make an underwater tornado dragging everyone in its range towards its center.
 
'''Range:''' 30 ft diameter circle around you
 
'''Stats:''' Constitution saving throw DC 15 not to get dragged in and take 1d6 +4 “water damage”.
 
 
'''Name:''' Razor Stream
 
'''Cost:''' 15 STA and 12 FP
 
'''Synopsis:''' You make the water around you accelerate and cut anyone nearby.
 
'''Range:''' 20 ft.
 
'''Stats:''' 2d6 +2 “water damage”
 
 
'''Name:''' Pressure of The Deep
 
'''Cost:''' 10 STA and 25 FP
 
'''Synopsis:''' Taking advantage of the depth of the water to cripple your opponents making them unable to use spells.
 
'''Range:''' 5 ft. touch
 
'''Stats:''' 1d6 and they are unable to use spells for 1 turn for each 50 ft. of depth. (Maximum 3, minimum 1) When in air there is a Wisdom saving throw DC 13 to not be able to use spells for 1 turn only.
 
 
=== Level 4: Illusory Water Manipulation (50 Affinity) ===
 
'''Illusory Water Manipulation:''' Total Concealment, Greater Aquatic Deception, Mirage, Cerebral Corruption
 
'''Passive:''' You can evaporate water within a 50 ft. range into a blue mist that you have complete control over. This costs 5 FP For every cubic 5 feet of mist controlled. Creatures stuck in the mist for over 1 turn must make dexterity saving throws DC 15 to breath. Mist will condense back into water after 10 minutes on its own.
 
 
'''Name:''' Total Concealment
 
'''Cost:''' 20 STA 20+3xFP
 
'''Synopsis:''' You conjure mist and lock it in place so that it will not condense by itself. The mist can conceal a place or, if focused, an item. If a creature wishes to enter a concealed place and pass through the mist they can get confused. If a creature wishes to use a concealed item they can also get confused.
 
'''Range:''' Mist is creatable up to 15 ft away and already existing mist can be infinitely far away.
 
'''Stats:''' Intelligence saving throw DC 18 not to be confused which means they will have disadvantage on all rolls and walk in a random direction for 3 turns.
*OBS the DC can be lowered if a creature is aware of how the concealment works.
(This costs 3x more FP per 5 cubic meters of *permanent* mist created).
 
 
'''Name:''' Greater Aquatic Deception
 
'''Cost:''' 25 STA 20+3x FP
 
'''Synopsis:''' You create an illusion of an enemy which CAN deal damage. Can be paired with Empowered wave to instead create multiple versions of yourself that copy your moves.
 
'''Range:''' The illusion or clones are created within 5ft of you and can be up to 500 ft away.
 
'''Stats:''' The illusion always has 50 HP and deals 2d6 damage to up to 3 targets in one turn.
(If paired with Empowered wave this costs 3 more FP per clone created).
The clones look exactly like you and mirror any change you do. They can also do anything you can do but they never deal more than 1d4 damage or have more than 1 HP.
 
 
'''Name:''' Mirage
 
'''Cost:''' 5 STA 5 FP
 
'''Synopsis:''' You switch places with one of your clones.
 
'''Range:''' The clone must be within 15 ft of you.
 
'''Stats:''' Deals no damage.
 
 
'''Name:''' Cerebral Corruption
 
'''Cost:''' 30 STA 30 FP
 
'''Synopsis:''' You utterly destroy the mindscape of a person making them question reality and become a mindless non-reacting shell.”They won’t do anything except breath and blink”.
 
'''Range:''' 5ft (touch)
 
'''Stats:''' To activate this ability the creature must already be confused and be below 70% HP. Also they must fail a DC 15 Wisdom Saving Throw. Deals no damage.
 
 
(Written by [[Andreus Stream]]).
 
=== Level 4: Lunar Alignment Teachings - The Way of Moneru (50 Affinity) ===
 
'''Lunar Alignment Teachings:''' Eye of the moon, Constellational Construction, Lunar influence, Face the Moon
 
'''Passive:''' You always know the current moon phase. The moonphase chart is now upgraded.
To use these spells you must do daily prayers to the moon god: Moneru. This consists of spending at least 30 minutes each day/night praying to an open sky and moon. If one day is missed, Moneru will contact you, depending on your conversation you might perish. It has been observed that some masters of The Way of Moneru have succeeded in using the spells without praying but their techniques are unknown.
Cosmic insight now costs 10 STA and 15 FP
 
 
'''Name:''' Eye of the moon
 
'''Cost:''' 20 STA 20 FP
 
'''Synopsis:''' You look into a person's soul and determine their intentions. You get to know their general thoughts and can tell if they want to harm you or someone else.
 
'''Range:''' 25 ft.
Stats: Deals no damage
 
 
'''Name:''' Constellational Construction
 
'''Cost:''' 10 STA 20 FP and you can see the sky
 
'''Synopsis:''' You gaze upon the stars and the moon, depending on how many constellations you can spot you deal more and more damage to one enemy.
 
'''Range:''' 10 ft. You have to see the target.
 
'''Stats:''' 1d4 +1 per constellation spotted and named within 1 minute.
 
 
'''Name:''' Lunar influence
 
'''Cost:''' 15 STA 10 FP
 
'''Synopsis:''' After concentrating and trying to contact it, you ask Moneru to change form into a new moon phase that is a maximum of 7 days in the future.
 
'''Range:''' N/A
 
'''Stats:''' Concentration needs to be kept for 3 turns.
 
 
'''Name:''' Face The Moon
 
'''Cost:''' 15 STA 25 FP
 
'''Synopsis:''' Reaching up your hand into the sky you call for the moon. You either launch one big or many smaller meteorites at an amount of targets of your choosing. The more targets the less damage.
 
'''Range:''' 50 ft.
 
'''Stats:''' Deals either:
6d6 +10 to one enemy
5d6 +8 to 2 enemies
4d6 +6 to 3 enemies
3d6 +4 to 4 or more enemies
 
[[File:Moons2.png|530px|alt=Diagram]]
 
=== Level 5: Cosmological Seafarer (Space Pirate) - Hydró Tremor (75 Affinity) ===
 
'''Cosmological Seafarer:''' Search for Constellations, Raming The Ship in The Harbour, Cannons Away! Let it Rain
 
'''Passive:''' You can summon The Moonlight Maiden (a floating ship with dimensions 20 x 35ft.).
Summoning the ship takes one turn of concentration. De-summoning it is a bonus action.
You are the ship's captain and can freely control it when within 5 km of it. It runs on “star fuel” which is either absorbed from constellations or given through your HP. 8 HP = 1 turn.
TMM has its own turns and some spells are unique to it, it uses your STA and FP.
Stats: Speed: 50 ft. AC: 17, HP: 135. (If broken this cannot be used for 24 hours).
Modifiers: STR +3. DEX +1. CON +3. INT -2. WIS +0. CAR -3.
 
 
'''Name:''' Search for Constellations (You and TMM)*
 
'''Cost:''' Free or 8 FP
 
'''Synopsis:''' You or TMM search for constellations in the sky to find fuel.
 
'''Range:''' N/A
 
'''Stats:''' Either bonus action Perception check DC 16. Or 8 FP for guaranteed fuel. When absorbing the constellation the ship gains fuel for an amount of turns depending on the power of the constellation. See chart.
 
 
'''Name:''' Raming The Ship in The Harbour (TMM)*
 
'''Cost:''' 10 STA 10 FP +2x STA
 
'''Synopsis:''' TMM rams enemies knocking them prone and dealing heavy damage depending on how far away it was when the ram started. (This spell can last multiple turns)
 
'''Range:''' (infinite)
 
'''Stats:''' Deal 1d4 +2 for each 10 ft traveled (x = turns prepared). *Notice* TMM takes the same amount of damage that it deals by this spell and cannot deal more than its current health.
 
 
'''Name:''' Cannons Away! (TMM)*
 
'''Cost:''' 5 STA + 5x FP
 
'''Synopsis:''' TMM fires its meteorite cannons.
 
'''Range:''' 100 ft.
 
'''Stats:''' Hit: +10, 3d6 +8 for each cannon. (x = amount of cannons, max 6). *Notice* There are 3 cannons on each side and cannons can only shoot in the direction they are phasing.
 
 
'''Name:''' Let it Rain (TMM)*
 
'''Cost:''' 10 STA 30 FP
 
'''Synopsis:''' TMM flies gently over creatures and rains down healing water on them.
 
'''Range:''' (anything below the ship)
 
'''Stats:''' 1d6 +2 drops per creature. Each drop heals 1d4 health.
 
 
'''Level 5:''' Cosmological seafarer - Hydró Tremor
Constellation Effect Chart
Weak: 2 turns
Medium: 4 turns
Strong: 6
Devine: 1 hour
 
Andromeda…………….Strong
 
Antlia…………………..Weak
 
Apus……………………Weak
 
Aquarius……………….Medium
 
Aquila………………….Weak
 
Carina………………….Strong
 
Cassiopeia……………...Medium
 
Centaurus………………Weak
 
Chameleon……………..Weak
 
Corona Borealis………..Weak
 
Aries……………………Weak
 
Cancer………………….Weak
 
Draco…………………..Medium
 
Dorado…………………Weak
 
Equuleus……………….Weak
 
Gemini…………………Medium
 
Grus……………………Weak
 
Hercules………………..Strong
 
Ophiuchus………………Medium
 
Orion……………………Medium
 
Sagittarius………………Medium
 
Scorpius………………..Weak
 
Taurus………………….Weak
 
Triangulum Australe……Weak
 
Tucana………………….Weak
 
Ursa Major……………..Weak
 
Virgo……………………Medium
 
Volans…………………..Weak
 
Vulpecula………………Weak
 
 
Sunerueus Purificius……..Devine
 
Monerueus Finamentum…Devine
 
Sangusius Corruptus……..Devine

Latest revision as of 22:53, 18 February 2025

Water Magic/Aquatic Magic is the Elemental Magic technique associated with Water Kingdom. This magic focuses on controlling and utilizing the versatility of water. It can flow and be gentle just as much as it can strike hard. Water Magic is the one elemental magic with the most different spell patterns. Everyone from schollars in The Maryville Archives, Fishmen warriors and even common folk.

Spell Patterns

Level 1 (5 Affinity)

Level 1: Wave, Puddle

Passive: Every other turn (starting on the 2nd) you will regen 2 hp but you have -2 max hp. You are also guaranteed to regenerate to full hp after 60 minutes of resting.


Name: Wave

Cost: 3 STA and 5 FP

Synopsis: You either, like a wave, flow towards or away from an enemy. Flowing towards them will make you deal more damage and flowing away will heal you.

Range: 20 ft. forward or back.

Stats: +3 true + weapons damage if forward and +2hp if back.


Name: Puddle

Cost: 5 STA and 15 FP + 10 FP per turn

Synopsis: You and one other person of your choosing go into a puddle where enemies can’t target you for a maximum of 3 turns. Units in the puddle also heal.

Range: 10 ft.

Stats: 1d4 health per turn in a puddle.


Level 2: (15 Affinity)

Level 2: Empowered wave, Aquatic scourge.


Name: Empowered wave

Cost: 8 STA and 12 FP

Synopsis: Much like Wave but deals more damage and or heals more. But it can also be used to buff allies.

Range: 25 ft.

Stats: +5 true damage + weapons if forward and + 1d4 +2 hp if back. When used on allies: +3 true damage + weapons if forward and +2 hp if back.


Name: Aquatic scourge

Cost: 12 STA and 8 FP

Synopsis: You dive forwards piercing an enemy. You can either stop at the enemy or go past it. Both deal the same damage. Can be paired with Puddle to first dive down and then emerge, dealing damage to all enemies in an area.

Range: 45 ft. and if paired with Puddle in a 10 ft. diameter.

Stats: 1d6+2 + weapons. When paired with Puddle, deal 2d6+2 to all enemies in the area.


Level 3: Illusory Water Manipulation (30 Affinity)

Level 3: Illusory Water Manipulation

Illusory Water Manipulation: Calming Currents, Aquatic Deception

Passive: You can create and control small water based illusions such as small rainbows, reflective water surfaces and bubbles. These cost 3 FP to create and can confuse enemies depending on how you use them. Most use them in their own unique way.


Name: Calming Currents

Cost: 15 STA and 20 FP

Synopsis: You send pacifying waves of water either as an attack or a way to put them to sleep. Can be paired with empowered wave to give buffs to allies or yourself.

Range: 25 ft.

Stats: Deals 2d6 +2 “water damage” or puts the target to sleep: The target must succeed a wisdom saving throw DC 5 + x where x is the amount of damage taken divided by the creature's max HP * 20 rounded down OBS it doesn’t work on “important characters” (Creatures sleep for at least the DC in hours). If paired with empowered wave and used on self it deals wave damage + an additional 2d6 +4 “water damage” or heals 2d4 +2. If used on ally it deals wave damage + an additional 2d4 +4 “water damage” or heals 2d4 +2.


Name: Aquatic Deception

Cost: 8 STA and 12 FP

Synopsis: You create an illusion of an enemy which can’t deal damage.

Range: 5 ft.

Stats: The illusion has half the normal HP but if creatures attack it for more than 3 rounds they have disadvantage on all wisdom saving throws.


Level 3: Lunar Alignment Teachings (30 Affinity)

Level 3: Lunar Alignment Teachings

Lunar Alignment Teachings: Phase of Wound, Cosmic Insight

Passive: The current moon phase affects your abilities making them either deal more damage, heal more or give various effects. For effects view chart.


Name: Phase of Wound

Cost: 5 STA and 8 + x FP (view chart for x value)

Synopsis: Depending on the moon phase you buff and heal all allies in range.

Range: 10 ft circle.

Stats: Gives the effect of the current moon phase to all surrounding allies for 5 turns.


Name: Cosmic Insight

Cost: 5 STA and 8 FP or 20 STA and 25 FP

Synopsis: You either check what the moon phase is or boost all attacks if you know the current moon phase and call upon it. Range: N/A

Stats: +5 true damage to all damage you do and +5 healing to all healing you do for 3 turns.

Chart over effects of moonphases

Diagram

Level 3: Mearfolk Technique (30 Affinity)

Level 3: Mearfolk Technique

Mearfolk Technique: Typhoon, Razor Stream, Pressure of The Deep

Passive: You can breathe underwater and have advantage on losing consciousness because of lack of breath. All of the attacks only fully work underwater or in a supplementary other liquid. When performing the techniques in the air all damage, DC’s and range are halved. To learn this type of technique you either have to be from the merfolk or learn it from an experienced user.


Name: Typhoon

Cost: 12 STA and 12 FP

Synopsis: You feel the currents around you and use them to make an underwater tornado dragging everyone in its range towards its center.

Range: 30 ft diameter circle around you

Stats: Constitution saving throw DC 15 not to get dragged in and take 1d6 +4 “water damage”.


Name: Razor Stream

Cost: 15 STA and 12 FP

Synopsis: You make the water around you accelerate and cut anyone nearby.

Range: 20 ft.

Stats: 2d6 +2 “water damage”


Name: Pressure of The Deep

Cost: 10 STA and 25 FP

Synopsis: Taking advantage of the depth of the water to cripple your opponents making them unable to use spells.

Range: 5 ft. touch

Stats: 1d6 and they are unable to use spells for 1 turn for each 50 ft. of depth. (Maximum 3, minimum 1) When in air there is a Wisdom saving throw DC 13 to not be able to use spells for 1 turn only.


Level 4: Illusory Water Manipulation (50 Affinity)

Illusory Water Manipulation: Total Concealment, Greater Aquatic Deception, Mirage, Cerebral Corruption

Passive: You can evaporate water within a 50 ft. range into a blue mist that you have complete control over. This costs 5 FP For every cubic 5 feet of mist controlled. Creatures stuck in the mist for over 1 turn must make dexterity saving throws DC 15 to breath. Mist will condense back into water after 10 minutes on its own.


Name: Total Concealment

Cost: 20 STA 20+3xFP

Synopsis: You conjure mist and lock it in place so that it will not condense by itself. The mist can conceal a place or, if focused, an item. If a creature wishes to enter a concealed place and pass through the mist they can get confused. If a creature wishes to use a concealed item they can also get confused.

Range: Mist is creatable up to 15 ft away and already existing mist can be infinitely far away.

Stats: Intelligence saving throw DC 18 not to be confused which means they will have disadvantage on all rolls and walk in a random direction for 3 turns.

  • OBS the DC can be lowered if a creature is aware of how the concealment works.

(This costs 3x more FP per 5 cubic meters of *permanent* mist created).


Name: Greater Aquatic Deception

Cost: 25 STA 20+3x FP

Synopsis: You create an illusion of an enemy which CAN deal damage. Can be paired with Empowered wave to instead create multiple versions of yourself that copy your moves.

Range: The illusion or clones are created within 5ft of you and can be up to 500 ft away.

Stats: The illusion always has 50 HP and deals 2d6 damage to up to 3 targets in one turn. (If paired with Empowered wave this costs 3 more FP per clone created). The clones look exactly like you and mirror any change you do. They can also do anything you can do but they never deal more than 1d4 damage or have more than 1 HP.


Name: Mirage

Cost: 5 STA 5 FP

Synopsis: You switch places with one of your clones.

Range: The clone must be within 15 ft of you.

Stats: Deals no damage.


Name: Cerebral Corruption

Cost: 30 STA 30 FP

Synopsis: You utterly destroy the mindscape of a person making them question reality and become a mindless non-reacting shell.”They won’t do anything except breath and blink”.

Range: 5ft (touch)

Stats: To activate this ability the creature must already be confused and be below 70% HP. Also they must fail a DC 15 Wisdom Saving Throw. Deals no damage.


(Written by Andreus Stream).

Level 4: Lunar Alignment Teachings - The Way of Moneru (50 Affinity)

Lunar Alignment Teachings: Eye of the moon, Constellational Construction, Lunar influence, Face the Moon

Passive: You always know the current moon phase. The moonphase chart is now upgraded. To use these spells you must do daily prayers to the moon god: Moneru. This consists of spending at least 30 minutes each day/night praying to an open sky and moon. If one day is missed, Moneru will contact you, depending on your conversation you might perish. It has been observed that some masters of The Way of Moneru have succeeded in using the spells without praying but their techniques are unknown. Cosmic insight now costs 10 STA and 15 FP


Name: Eye of the moon

Cost: 20 STA 20 FP

Synopsis: You look into a person's soul and determine their intentions. You get to know their general thoughts and can tell if they want to harm you or someone else.

Range: 25 ft. Stats: Deals no damage


Name: Constellational Construction

Cost: 10 STA 20 FP and you can see the sky

Synopsis: You gaze upon the stars and the moon, depending on how many constellations you can spot you deal more and more damage to one enemy.

Range: 10 ft. You have to see the target.

Stats: 1d4 +1 per constellation spotted and named within 1 minute.


Name: Lunar influence

Cost: 15 STA 10 FP

Synopsis: After concentrating and trying to contact it, you ask Moneru to change form into a new moon phase that is a maximum of 7 days in the future.

Range: N/A

Stats: Concentration needs to be kept for 3 turns.


Name: Face The Moon

Cost: 15 STA 25 FP

Synopsis: Reaching up your hand into the sky you call for the moon. You either launch one big or many smaller meteorites at an amount of targets of your choosing. The more targets the less damage.

Range: 50 ft.

Stats: Deals either: 6d6 +10 to one enemy 5d6 +8 to 2 enemies 4d6 +6 to 3 enemies 3d6 +4 to 4 or more enemies

Diagram

Level 5: Cosmological Seafarer (Space Pirate) - Hydró Tremor (75 Affinity)

Cosmological Seafarer: Search for Constellations, Raming The Ship in The Harbour, Cannons Away! Let it Rain

Passive: You can summon The Moonlight Maiden (a floating ship with dimensions 20 x 35ft.). Summoning the ship takes one turn of concentration. De-summoning it is a bonus action. You are the ship's captain and can freely control it when within 5 km of it. It runs on “star fuel” which is either absorbed from constellations or given through your HP. 8 HP = 1 turn. TMM has its own turns and some spells are unique to it, it uses your STA and FP. Stats: Speed: 50 ft. AC: 17, HP: 135. (If broken this cannot be used for 24 hours). Modifiers: STR +3. DEX +1. CON +3. INT -2. WIS +0. CAR -3.


Name: Search for Constellations (You and TMM)*

Cost: Free or 8 FP

Synopsis: You or TMM search for constellations in the sky to find fuel.

Range: N/A

Stats: Either bonus action Perception check DC 16. Or 8 FP for guaranteed fuel. When absorbing the constellation the ship gains fuel for an amount of turns depending on the power of the constellation. See chart.


Name: Raming The Ship in The Harbour (TMM)*

Cost: 10 STA 10 FP +2x STA

Synopsis: TMM rams enemies knocking them prone and dealing heavy damage depending on how far away it was when the ram started. (This spell can last multiple turns)

Range: (infinite)

Stats: Deal 1d4 +2 for each 10 ft traveled (x = turns prepared). *Notice* TMM takes the same amount of damage that it deals by this spell and cannot deal more than its current health.


Name: Cannons Away! (TMM)*

Cost: 5 STA + 5x FP

Synopsis: TMM fires its meteorite cannons.

Range: 100 ft.

Stats: Hit: +10, 3d6 +8 for each cannon. (x = amount of cannons, max 6). *Notice* There are 3 cannons on each side and cannons can only shoot in the direction they are phasing.


Name: Let it Rain (TMM)*

Cost: 10 STA 30 FP

Synopsis: TMM flies gently over creatures and rains down healing water on them.

Range: (anything below the ship)

Stats: 1d6 +2 drops per creature. Each drop heals 1d4 health.


Level 5: Cosmological seafarer - Hydró Tremor Constellation Effect Chart Weak: 2 turns Medium: 4 turns Strong: 6 Devine: 1 hour

Andromeda…………….Strong

Antlia…………………..Weak

Apus……………………Weak

Aquarius……………….Medium

Aquila………………….Weak

Carina………………….Strong

Cassiopeia……………...Medium

Centaurus………………Weak

Chameleon……………..Weak

Corona Borealis………..Weak

Aries……………………Weak

Cancer………………….Weak

Draco…………………..Medium

Dorado…………………Weak

Equuleus……………….Weak

Gemini…………………Medium

Grus……………………Weak

Hercules………………..Strong

Ophiuchus………………Medium

Orion……………………Medium

Sagittarius………………Medium

Scorpius………………..Weak

Taurus………………….Weak

Triangulum Australe……Weak

Tucana………………….Weak

Ursa Major……………..Weak

Virgo……………………Medium

Volans…………………..Weak

Vulpecula………………Weak


Sunerueus Purificius……..Devine

Monerueus Finamentum…Devine

Sangusius Corruptus……..Devine