Water Magic

Water.png

Water Magic is the magic of the runic element, water. Therefore it has the following properties:

Effects on Magic Damage: Increase magic attacks done against those of the fire element by 20%.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Affinities: Liquid, Desert

Months: Yayannie, Marpegoth

Water Magic is magic that involves the manipulation of the water element. Those born under the runic element of water would use water magic as magic. Water Magic is categorized into the following: Aquamancy and Dehydramancy.

  • Aquamancy focuses most on purifying, healing, and supporting, however there are some attack spells. Offensive aquamancy magic tends to be mostly concentrated or forced water or ice magic. It's affinity is water.
  • Dehydramancy is the pulling away of water. It is the power of creating terrible thirsts and droughts. It's affinity is desert.

Water Affinities

Those born under the element of water will have a stronger affinity to one of two aspects of water. Those aspects are water and desert.

Water is the most iconic and well known aspect of water magic. It is the very aspect of water itself, of the sea, ice, and even the rain. Water governs aquamancy's power of healing and support. Through water, one might heal a wound, restore one to life, or freeze one in their tracks. These are your aquamancers. Those with the water affinity are very patient and willing to compromise on their short term goals to better meet their long term goals.

Desert is the opposite of water, and some might find it confusing that it is an aspect of water magic at all. Desert is the aspect or state of things without water, and pulling water away from an environment is as much about aquamancy as is manipulating the water. Through the aspect of the desert, a spell caster can cause hallucinations, illusions, and desperation enough to control others. Desert is the aspect that governs Dehydramancy.  Those with the desert affinity are your emotional vampires, your psychopaths and narcissists. They put up a front of being like water and very moving, but it is usually an act for them.

Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Water: You can cause small manipulations like fill water containers, move water, and so forth. To do so is an Arcana check, difficulty of which depends upon the action.

Desert: You can cause small manipulations like dissipate water, dry out meat, and so forth. To do so is an Arcana check, difficulty of which depends upon the action.

The Two Iconic Symbols of Water Magic

In the elemental magic of Water Magic, there are two iconic symbols. They are the Sea and the Glacier. These symbols are said to be the very source of water magic, even though like all elemental magic in Nor'Ova, water magic is conducted not by incantations or potions, but by manipulating the element of water to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Water Magic, the Sea symbolizes the light aspect while the Glacier represents the dark aspect.

Environmental Effects on Water Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of water magic:

  • In watery places or places where there is a lot of water element present - such as swamps or when its raining - water magic effects are increased by x 1.25, except in dehydramancy where its effects are decreased by x 0.75.
  • In hot and dry  places such as deserts, water magic effects are decreased by x 0.75, except with dehydramancy where its effects are increased by x 1.25.

The Soul of Water

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of water is that of the great and legendary master of the seas, the Leviathan. The various affinities have their own minor soul that they connect to.

  • Water: The affinity soul of water is the Sea. The sea allows you to absorb 1d20% of any and all water magic cast upon you to restore you Vitality, Soul, or Power with. This absorption happens with a successful easy arcana check whenever water magic is used against you.
  • Desert: The affinity soul of desert is the Scorpion. Every time the caster performs a critical hit with their magic, their target(s) are inflicted with dehydration for 1d4 rounds.

The water soul of the Leviathan can be reached when the one born under water has 5 aquamancy spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when one is terrified for his or her life, or when the aquamancer is driven to bitter rage. Should any of those conditions exist, the aquamancer gets a normal Acrana check chance to awaken his or her runic soul. Doing so would bring forth a terrifying tsunami that would push away all enemies within three spaces of the aquamancer, and fuel the aquamancer with greater power by doubling his or her melee, throw, bow, and Arcana (that is added to spell damage only) and making all attacks - magical and physical, instant crits for the next 2d4 rounds. If the aquamancer's reason for fear is being near death, the aquamancer will be fully restored. If the aquamancer's reason for rage is the death of an ally, said ally will be returned to the world of the living. For the awakening to happen, a true reason must exist to throw the aquamancer into a state of deep fear or deep rage, which is up to the GM. However, the empathy talent can cause this state to exist faster, and any spell that causes fear on the aquamancer could bring about this awakening.

Water Magic Progression Grid

Aquamancy d20.jpg

Water Magic Spells

 

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Aqua Seed water 2 Soul 1 1 target 1d12 spaces away instant Aqua Seed N/A In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 2d8+1d4 points of damage. Easy Arcana
Cloud Sight water 4 Soul 2 entire floor of dungeon map or a 10 square mile area instant Distortion Distortion With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. Normal Arcana
Cold Heart water 8 Soul 4 1 target 1d6 rounds Soak Water Skin This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions. Hard Arcana
Dark Fog water 8 Soul 4 a 3x3 space area around the caster 1d6 rounds Distortion Spiritual Waters You create this spell to have a curtain of fog hang over the area. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 3d20 damage. Everyone will need to make a Hard Evasion to not be hit and a normal immunity check to avoid Visual Instability. The user of this spell, is unaffected. Hard Arcana
Erode water 4 Soul 2 1 target 1d6 spaces away 1d8 rounds Soak Soak This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%. Normal Arcana
Evaporilion desert 8 Soul 4 1 target 1d6 spaces away 1d8 rounds Scorpion Jab Desert's Thirst This manipulation draws out the water from the body of the target. 4d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half. Hard Arcana
Glimmering Hope water 4 Soul 2 any 3 targets instant Distortion Distortion This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing. Each shot does 2d12 points of damage. Normal Arcana
Purify desert 2 Soul 1 1 space affecting 1 small target or 3 square feet instant Purify N/A This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison, sickness, or any other weak affliction that runs through the blood. Easy Arcana
Ripple water 4 Soul 2 a 3x3 space area around the caster instant Aqua Seed Aqua Seed A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make a normal balance check to see if they remain standing. If they fail, they fall down. Normal Arcana
Soak water 2 Soul 1 1 target spell is instant, sickness effect is 4 rounds Soak N/A You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. Easy Arcana
Water Skin water 6 Soul 3 self or 1 ally 1d6 rounds Soak Quench This spell increases the target's immunity to aquamancy magic by 25%. It also increases your Fortitude Traits by 2. It does this by infusing the target's skin with water magic, making the target more resistant to status effects. Normal Arcana

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