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Aquamancer

Aquamancer is a Mage that uses an assortment of Water and Ice Magics. An Aquanaut who is enticed by water and all its inhabitants and Aquamancer can use the power of water Magic from the Aqua Plane or water around him in order to create spells base on water that can be assorted as Combat and Healing Magic. Aquamancers spent much of their time by bodies of water testing and learning new Aquatic Spells. They also have infinity with the Water elementals and that of the many bodies of water in the world. They can communicate in the Language Aquarian a various form of Aquatic speech and Mer speech.

In the field of combat an Aquamancer can be in the front line but can better in the Back row or behind the party since most of their spells offer a various sort of long range attacks. Due to their Magic they are also versatile and in danger by Fire Magics and Elementals. The power of water can be taken in many forms creating a various array of Spells in which an Aquamancer can cast.

The Most famous is the Deep Freeze spell a Mastery spell that is lesser than the form of Absolute Zero that Freezes Target and can make a rather cold mess. They also know a bit of Aquatic Healing and how to sustain in an Aquatic environment using spells that allow them and their companions travel through water or even ice. Such as Undine's Tears that offer healing abilities and Unda's embrace that can heal status effects. These various forms of Healing and Attack make them Variant users in their art.

Aquamancers are said to have a bond with Water Base creatures and its folk that belong to the water. So no mater what the ethic they aid in some form of way knowing it is them that supply their mana and their power. They also tend to spend time in the Artica region trying to perfect Freeze and Ice Magic and have some knowledge of the Artica region farther north of the Planet.  In their Wisdom Aquamancers are also finding ways of Cryogenics in order to preserve and prolong wounded or aging bodies till healed. This makes the age of Ice Mages Retain their youth which isn't everlasting life but helps in prolonging the aging periods.

 In addition Aquamancers are known to find interesting findings in the Artica and Sub-Artica Regions where their magic helps them in exploration and survival. The Water Palace Travels through the sea on a great turtle's back those lucky to seek teachings of ice and water normally come from the Water Palace of Unda or the Castle of Psiodine. Many of the Aquatic Magic learned to be tranquil and patient and move like flowing water granting them swiftness unlike most Magic users.

 

 

Name of Spell

Effect of Spell

Exp. Requirements

Spell Difficulty

Hydro Blast

Attack Spell

10 Exp

SCD> 3

Description: Rather a useful spell this creates a blast of water coming from the hands of the caster who weaves it. The spell gathers water from the ether around it possibly from sources other than living targets and gathers them into sphere that releases a powerful stream of water unleash onto their enemies and can be frozen. Deals 3d4 water damage to a single target.

 

Water Snare

Breath Water

10 Exp

SCD> 3

Description: An Aquamancer can cast this spell in order to breath under water as if the target where aquatic. This spell lasts for 24hrs and can be cast multiple times upon allies or other targets. However this does not cause people out of water to suffocate since it is just magic for one to be able to breathe water with out loosing the ability to breathe air.

 

 

Undine Tears

Restorative Magic

20 Exp

SCD> 6

Description: This aquatic tear from a mermaid can be generated by magic and place restorative healing properties to wounds. The spell restores 2d10 Hp to the target and heals any bleeding wounds. By placing their tear onto a wound an Aquamancer can heal it.

 

Aquatic Illusion

Hampers Targets

30 Exp

SCD> 9

Description: Target has difficulty seeing in thick fog that covers an area around the caster equal to his movement. The Fog creates a -4 to any action by the target when caught in this fog having difficulty seeing what they are doing. The Fog grows as far as the Max Base Movement of the Caster for example a Movement of 4 is 20ft, if 1 Movement is 5ft, and therefore any with in 20ft of the Caster’s Radius is caught in the Fog. Allies next to the Caster also gain this bonus when in the Fog the Caster creates.

 

Aqua Blast

Attack Spell

40 Exp

SCD> 12

Description: The advance form of Hydro Blast this spell deals even more devastating damage to its opponent. Striking a single target the watery sphere swirls rapidly like a powerful jet of water and releases a concentrated blast of jet water that deals 6d4 damage to its target. This is very useful in wounding the target with water attacks.

 

Artic Lance

Freeze Attack

40 Exp

SCD> 12

Description: “Summoning the frosted ice deep in the coldest region of Everlynn I call fourth the element of ice in the form of a frozen lance to impale my enemy with your frozen touch. Artic Lance!” these are the words of Spell Casters summoning a lance shape piece of ice that they hurl towards their enemy and deals 7d4 Ice damage.

 

Artic Hide

Immunity

40 Exp

SCD> 12

Description: The spell grants the Aquamancer to be immune to the affects of hypothermia, Frostbite and the harsh climate of the Artic or Cold weather for the remainder of the day. This spell is useful to avoid dangerous below freezing climates or to the point where the temperatures drop can be deadly for an adventurer.

 

Aqua Breath

Higher Water Spell

50 Exp

SCD> 15

Description: From the mouth of the Caster who creates this spell a jet of water and bubbles comes from their mouth at their enemies. The weapon is in a cone shape affecting targets 40ft in distance and 20ft wide at the end of the cone to intense Water Damage. The attack deals 5d6 water damage and can affect multiple targets in its cone if they are

 

Wall of Frost

Barrier of Ice

60 Exp

SCD> 18

Description: This creates a wall of Frosty Ice equal to the movement of the Caster for height and width. This Barrier can act like a Wall or a huge Cube to create a platform making it a complex spell but a Caster can also manipulate its size and width to make many forms of barriers for example she can surround herself in 20ft high walls all around her making it difficult to attack her or her party. The use depends on you.

 

Shiva’s Crystal

Freeze Target

70 Exp

SCD> 21

Description: Complex and intriguing Shiva’s crystal summons her power to freeze your enemies in their tracks. “I summon you queen of winter to release your frozen kiss to those who oppose me. I offer my ether to thee so that you may send your chilling caress to my foes. Freeze them where they stand my icy queen so that they may witness your power. Shiva’s Crystal!” Instantly ice clings around their body freezing them in place and solidifying them in a crystal of ice. Up to three targets can be hit with this or a single target with three blasts. The Difficulty for each Target is 17 to E.Resist but each strike increases the Difficulty +1.

 

Blizzard

Strong Ice Attack

80 Exp

SCD> 24

Description: “Come fourth winter storm and show the power of your icy might to those that would stand against me and your force. Bring fourth ice, snow, and hail into one tragic show of force. Blizzard!” This spell invokes the forces of nature involved in winter summoning a powerful weather change. The spell affects the enemies’ area at a square radius equal to the movement of the Caster. For example if the Caster has a movement of 4 (equal to 20ft) an area of 20ft x 20ft is covered in Blizzard. The targets can make a Reflex Save of a Difficulty 24 to reduce half the damage or fail taking 5d8 Ice Damage and must also make an E.Resist Difficulty 18 or be blinded for d4 rounds.

 

Absolute Zero

Ultimate Freeze

100 Exp

SCD> 30

Description: True to its name this Ultimate spell of Arctic Magic can freeze a whole area in a sheet of ice. The spell creates an instant drop in temperature causing the land to feel the wrath of the Arctic power and those non-allied to the Caster become Frozen in its touch. Though creating a Barrier or Wall to protect oneself can shield an enemy to its frozen touch it is still a rather complicated attack to defend against. Spells such as Reflect or Dispel cannot stop it so the only way to protect ones self is a Wall or Barrier that can shield against its touch though a Fire Spell may create a path or safe zone for you. The spell affects a 50ft x 50ft Area covering a whole battle grid however it is instant and on the Caster’s turn when they cast it has already gain 25ft x25ft and by the end of the round the other 25ft x 25ft appears and freezes what it touches. The attack deals 10d6 Damage once a target has been hit and they must make a E.Resist Difficulty of  18 or be frozen for d4 rounds and suffer d6 Non-soakable damage from being frozen in ice. Thos that succeed in the check break through the ice easily.

 

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