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Page name: Fantasma Aquamancy [Exported view] [RSS]
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2006-08-01 04:01:25
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Aquamancy

      Aquamancy stems from the popular liquid of water, the first of many liquids controlled by magic. Benefitting from the degree of shape and form that water can mold to, many Aquamancers find their skills with fluids to be used almost anywhere. However, in the absense of fluid, such as dry deserts, the Aquamancer's power diminishes rapidly. A state of Alchemy, Fluids are a masterful part of creating many potions. Providing the solvents or fluids necessary to keep materials in a solution, thus allowing them to work to full potential.


Types of Liquids



Water (Requires 1 Skill point & 1 skill slot to master)
      The most common fluid in the world. Water is usually the first fluid mastered by Aquamancers, and has unlimited uses as water is also the universal solvent. Though Water is best used as a fluid, extra mana can be used to control water in its heated state of steam or frozen state of ice. Though many Aquamancers prefer to avoid using extra stamina, and use fog or pressure in the stead of steam or ice.
Puddle: Creates water areas when used.

Petroleum (Requires 2 Skill points & 1 skill slot to master)
      A fluid created from ancient and stagnant death. Harboring a deep combustive element in a greasy and dark fluid, Petroleum is incredibly explosive. Many Aquamancers use Petroleum very carefully, as this fluid can easily be countered by the fires that are otherwise calmed by simple water. Petroleum comes in many forms, from crude and black oil to distilled and transparent kerosene. Petroleum is a very dangerous fluid as it can hold fire even on the surface of water itself, and is not easily drowned. Many prefer to stave themselves from tampering with this fluid, since it is much more difficult to control.
Flammable: Can be set aflame to cause Burn DOT.

Acid (Requires 3 Skill points & 1 skill slot to master)
      Magically controlled acid is far more potent than natural acids, with the ability to be changed into ices or steams. Intead of melting a select few elements, magical Acid can melt anything. However, Acid is as dangerous to the user as it is to the victim. It is this volatility of the fluid that causes it to be rare among novices, as it can easily backfire. Magical acid used in the same ways as natural acids is much easier to control, and has a far less chance of backfiring. Thus Aquamancers with enough experience choose to use Acid for small tasks, such as melting locks or cleaning glass containers.
Corrode: Decreasing DOT by 1 until 0.

Quicksilver (Requires 6 Skill points & 1 skill slot to master)
      A fluid that bends or reflects light as a mirror. Quicksilver is also the easiest element to coalesce, as it is already partly magical in nature. Many Alchemists treasure the properties of this liquid, but many myths abound about such an amazing fluid. Many believe it to have healing properties, and others still say it grants immortality, however the opposite is closer to true. Ingesting quicksilver can cause hallucinations, insanity, and even a slow poisoned existance until untimely death. A great respect must be showed to this fluid, as even the greatest of Aquamancers fear ineptitude in controlling Unicorn's Blood.
Mercury: Causes a random ailment when used.


Types of Spells
(x = Magic)



Water
(Requires Water to be mastered)


Detect Fluids (1): Locates any source of Fluids within awareness + x radius. (1 Mana)
Coalesce (1): Creates any weapon, with non-linear properties for x turns. (1 Mana)
*Cold (1): Causes Cold ailment (Level x) or removes Heat ailment (Level x). (1 Mana)
Vaporize (1): Changes fluid into fog, reduces Accuracy into & within y radius by x. (y = Fluid amount) (1 Mana)
Frost (1): Increases resistance by x, causes cold ailment (Level 1) to attackers. (1 Mana)
Snowball (1): Causes x Ice damage. (Cold ailment (Level 1) on automatic deathblow). (1 Mana per turn)
Watermark (1): +1 Any Mental Stat for x turns. (1 Mana)
Bubble (1): Repels x Water & Wind Damage while active. (1 Mana per turn)
Osmosis (1): Changes any water within splash radius into health. (1 Mana)
Gill (1): Allows underwater breathing for x*y turns. (y = Size) (1 Mana)
*Freeze (2): Changes water into Ice, causing Cold ailment (Level 1) with 200% duration. (2 Mana)
Steam Jet (2): Causes 0.5x steam damage to all targets inline to x range with Heat ailment (Level 1). (2 Mana)
Rain (2): Creates 0.5 Water in all areas within x radius while active. (1 Mana per turn)
Hail (2): Causes 5% Ice Damage to all targets in x radius while active. (1 Mana per turn)
Undertow (2): Forces a target within y water to move x spaces. (y = Size) (2 Mana)
*Calving (2): Causes x+2y Ice Damage to a target. (y = Resistance) (2 Mana)
Whirlpool (2): Causes x*z/y water damage to all targets in water, (y = Distance from anchor, z = Amount of Water). (2 Mana)
Blizzard (3): Causes 0.5x Ice Damage & Cold ailment (Level 1) to all targets within x radius while active. (2 Mana per turn)
Aquadynamic (3): Increases speed & agility by x while in y water. (y = Size) (3 Mana)
Geyser (4): Causes x steam damage & moves a target x spaces with Toss effects. (4 Mana)
Glacier (5): Casts random * spells from growing ice edge. Grows for x turns. (5 Mana)
Tsunami (5): Causes y water damage to all targets inline to x range. (y=water in x radius) (5 Mana)


Petroleum
(Requires Petroleum to be mastered)


Slick (1): Creates x slip zones, reducing agility by 1 to all targets that cross them. (1 Mana)
Sticky (1): Creates x stick zones, reducing movement by 1 to all targets that cross them. (1 Mana)
Hydraulics (2): Increases speed by 0.5x for x turns. (2 Mana)
Oil Drench (2): Reduces a target’s speed & agility by 0.5x for x turns. (2 Mana)
Lubricate (2): Increases Agility by 0.5x for x turns. (2 Mana)
Oil Whip (2): Creates a whip that causes Flammable effects, lasts x turns. (2 Mana)


Acid
(Requires Acid to be mastered)


Chemical (1): Causes x Burn DOT. (1 Mana)
Reagent (2): Increases quality of a target by x for x turns. (Target is destroyed afterwards.) (2 Mana)
Acidic (3): Causes any object to cause corrode effects for x turns. (3 Mana)
Acid Rain (4): Creates 0.5 Acid in all areas within x radius while active. (2 Mana per turn)
Liquefy (5): Changes a target into y amount of water. (y = Size) (2y Mana)


Quicksilver
(Requires Quicksilver to be mastered)


Water Walk (1): Move over fluids as if dry land for 2x turns. (1 Mana)
Beading (2): Combines x fluids into any weapon with Non-Linear properties for 2x turns. (2 Mana)
Reaction (3): Increases any skill by x for 1 use. (3 Mana)
Indrik (5): Increases Hiding, Speed, Agility, & Resistance by x for x turns. (2 Mana)


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