Water Magic

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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.