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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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