Water Magic: Difference between revisions
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==== Chart over effects of moonphases ==== | ==== Chart over effects of moonphases ==== | ||
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=== 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. | |||
Revision as of 22:25, 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
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.