Hydromancy - Electrolytes Not Included
Aug 12, 2018 13:11:43 GMT -6
Post by Traskus on Aug 12, 2018 13:11:43 GMT -6
Hydromancy 1
Alter Temperature
Hydromancy 1
Test: Hydromancy + Composure
TN 10
Action: Half Action
Keywords: Combo-ok, Touch, Verbal
Duration: Five minutes
Alter the temperature of water to your liking. The number of liters affected is the caster's hydromancy level plus 1 liter per raise. The water can be any temperature from freezing to boiling.
Aqua Viper
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Attack, Focus, Physical, Ranged Touch, Verbal
Duration: Instant
Focus: a vial of water
Make an attack that deals 3k2 damage at a range of up to 30m. You may choose to have this spell deal R damage. If you do, it deals +1k0 damage. If the target was on fire when hit, that condition ends.
Bon Voyage
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Material, Somatic, Subtle
Duration: Instant
Material: a bottle of champagne
The caster blesses the voyage of a ship and wishes it safe journey. Warp travel TN is reduced by 5 and warp encounter rolls are reduced by 3. If this is the ship's maiden voyage, the TN is reduced by 10 and the warp encounter roll cannot go above 7.
Create or Destroy Water
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Material, Somatic
Duration: Instant
Material: a rock
Crack open a rock and create water at ambient temperature from it or destroy water with it. The amount of water created/destroyed is 5 L per level, plus 1 L more per raise.
Dowsing Rod
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Full Action
Keywords: Focus, Social, Subtle
Duration: Concentration (free action)
Focus: a dowsing rod
The caster feels a connection with the water around them, trying to find it. This can locate all bodies of water within 1km at least 1L. They know if it's fresh or salt water.
Renewal
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: One minute
Keywords: Focus, Social, Subtle, Touch
Duration: Instant
Focus: enough water to completely submerge the target
By submerging in water, the caster my refresh themselves. The caster or their target may be submerged in water, and doing so refreshes all abilities they can use that have limitations per day or per scene (such as a dragonborn's breath weapon). If the caster casts fettered, they may also restore 1 hp per level to the target. If the caster is a Chosen, they restore (caster level) HP to the target instead.
Shape Water
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Focus, Somatic
Duration: Concentration (free action)
Focus: Water
The caster shapes water into any form they desire. Passing the focus power test allows the caster to create a single, simple 3-dimensional shape of water with a volume up 10 L.
Sonar
Hydromancy 1
Test: Hydromancy + Composure
Action: Full Action
Keywords: Subtle
Duration: Concentration (free action)
The caster uses the vibrations and sound in the water to determine if something is there. The caster must have their head submerged in water when casting this spell. This spell may be used as a Perception test using hearing or touch within 3km up to the edge of the water. This doesn't show what these things are, only their location.
Hydromancy 1
Test: Hydromancy + Composure
TN 10
Action: Half Action
Keywords: Combo-ok, Touch, Verbal
Duration: Five minutes
Alter the temperature of water to your liking. The number of liters affected is the caster's hydromancy level plus 1 liter per raise. The water can be any temperature from freezing to boiling.
Aqua Viper
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Attack, Focus, Physical, Ranged Touch, Verbal
Duration: Instant
Focus: a vial of water
Make an attack that deals 3k2 damage at a range of up to 30m. You may choose to have this spell deal R damage. If you do, it deals +1k0 damage. If the target was on fire when hit, that condition ends.
Bon Voyage
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Material, Somatic, Subtle
Duration: Instant
Material: a bottle of champagne
The caster blesses the voyage of a ship and wishes it safe journey. Warp travel TN is reduced by 5 and warp encounter rolls are reduced by 3. If this is the ship's maiden voyage, the TN is reduced by 10 and the warp encounter roll cannot go above 7.
Create or Destroy Water
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Material, Somatic
Duration: Instant
Material: a rock
Crack open a rock and create water at ambient temperature from it or destroy water with it. The amount of water created/destroyed is 5 L per level, plus 1 L more per raise.
Dowsing Rod
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Full Action
Keywords: Focus, Social, Subtle
Duration: Concentration (free action)
Focus: a dowsing rod
The caster feels a connection with the water around them, trying to find it. This can locate all bodies of water within 1km at least 1L. They know if it's fresh or salt water.
Renewal
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: One minute
Keywords: Focus, Social, Subtle, Touch
Duration: Instant
Focus: enough water to completely submerge the target
By submerging in water, the caster my refresh themselves. The caster or their target may be submerged in water, and doing so refreshes all abilities they can use that have limitations per day or per scene (such as a dragonborn's breath weapon). If the caster casts fettered, they may also restore 1 hp per level to the target. If the caster is a Chosen, they restore (caster level) HP to the target instead.
Shape Water
Hydromancy 1
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Combo-ok, Focus, Somatic
Duration: Concentration (free action)
Focus: Water
The caster shapes water into any form they desire. Passing the focus power test allows the caster to create a single, simple 3-dimensional shape of water with a volume up 10 L.
Sonar
Hydromancy 1
Test: Hydromancy + Composure
Action: Full Action
Keywords: Subtle
Duration: Concentration (free action)
The caster uses the vibrations and sound in the water to determine if something is there. The caster must have their head submerged in water when casting this spell. This spell may be used as a Perception test using hearing or touch within 3km up to the edge of the water. This doesn't show what these things are, only their location.
Hydromancy 2
Aqua Lung
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: One minute
The caster allows the target to last underwater for extended periods of time. The target may breathe underwater for the duration of the spell plus one more minute per raise.
Blackwater Tentacle
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Attack, Combo-ok, Focus, Somatic, Touch
Duration: concentration (free action)
Focus: 5L of water
The caster creates a tentacle of pure, black water. As aqua viper, with sanctified (chaos undivided).
Communicate
Hydromancy 2
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Subtle
Duration: One scene
The caster may speak with non-sapient marine life, and may speak aquan. This does not mean whatever that life has to say is of particular use, but it is possible to glean information.
Hose
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Attack, Physical, Ranged Touch, Verbal
Duration: Instant
A jet of water shoots at the target. This spell has a range of 10m and deals 3k2 I damage, +2 damage per raise on the focus power test up to three times the caster's level. If the target was on fire when hit, that condition ends.
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: One minute
The caster allows the target to last underwater for extended periods of time. The target may breathe underwater for the duration of the spell plus one more minute per raise.
Blackwater Tentacle
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Attack, Combo-ok, Focus, Somatic, Touch
Duration: concentration (free action)
Focus: 5L of water
The caster creates a tentacle of pure, black water. As aqua viper, with sanctified (chaos undivided).
Communicate
Hydromancy 2
Test: Hydromancy + Composure
TN 15
Action: Half Action
Keywords: Subtle
Duration: One scene
The caster may speak with non-sapient marine life, and may speak aquan. This does not mean whatever that life has to say is of particular use, but it is possible to glean information.
Hose
Hydromancy 2
Test: Hydromancy + Composure
TN 20
Action: Half Action
Keywords: Attack, Physical, Ranged Touch, Verbal
Duration: Instant
A jet of water shoots at the target. This spell has a range of 10m and deals 3k2 I damage, +2 damage per raise on the focus power test up to three times the caster's level. If the target was on fire when hit, that condition ends.
Hydromancy 3
Bubble Launcher
Hydromancy 3
Test: Hydromancy + Composure
TN 25
Action: Half Action
Keywords: Attack, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Material: 1L of water
The caster shoots a series of magic bubbles at the target. The attack has a range of 15m, dealing 3k2 damage. The caster may cast the spell fettered to grant the Momentum property to the attack. If the target was on fire when hit, that condition ends.
Deep Census
Hydromancy 3
Test: Hydromancy + Composure
TN 25
Action: Free Action
Keywords: Subtle, Verbal
Duration: Concentration (Free action)
The caster dunks their head underwater to learn what lies at the bottom. The caster may ask one question per caster level about what lies within or at the bottom of a body of water. They receive one true answer for each unless some sort of supernatural effect is masking it.
Waterborn Spirit
Hydromancy 3
Hydromancy + Composure
TN: 25
Action: Half Action
Keywords: Material, Somatic
Duration: Instant
Material: a pearl
The caster calls upon the spirits of water to serve him. One water elemental is summoned to serve the caster for the duration of the scene. If he wishes for it to fight, he must give it a hunk of sea salt.
Hydromancy 3
Test: Hydromancy + Composure
TN 25
Action: Half Action
Keywords: Attack, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Material: 1L of water
The caster shoots a series of magic bubbles at the target. The attack has a range of 15m, dealing 3k2 damage. The caster may cast the spell fettered to grant the Momentum property to the attack. If the target was on fire when hit, that condition ends.
Deep Census
Hydromancy 3
Test: Hydromancy + Composure
TN 25
Action: Free Action
Keywords: Subtle, Verbal
Duration: Concentration (Free action)
The caster dunks their head underwater to learn what lies at the bottom. The caster may ask one question per caster level about what lies within or at the bottom of a body of water. They receive one true answer for each unless some sort of supernatural effect is masking it.
Waterborn Spirit
Hydromancy 3
Hydromancy + Composure
TN: 25
Action: Half Action
Keywords: Material, Somatic
Duration: Instant
Material: a pearl
The caster calls upon the spirits of water to serve him. One water elemental is summoned to serve the caster for the duration of the scene. If he wishes for it to fight, he must give it a hunk of sea salt.
Hydromancy 4
Bubble Cutter
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Attack, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Material: 1L of water
As bubble launcher, but dealing R damage and with a 25m range. The caster may cast fettered to grant the twin-linked property to the attack.
Control Current
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Subtle, Verbal
Duration: One scene
The caster calms or harshens the waves to their liking. The caster may use this focus power test in place of any relevant test for navigating or steering a ship toward its destination. If the caster is a Chosen, they may create a trench arbitrarily deep to reach the bottom and 15m wide. It lasts until the caster leaves the water affected. The SM has final arbitration as to what happens to individuals and objects in the body of water when the spell ends.
Control Weather
Hydromancy 4
Test: Hydromancy + Composure
TN: 30
Action: Full Action
Keywords: Social, Somatic, Verbal
Duration: Instant
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. The SM has final say over if a particular weather condition is appropriate or not. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather where lightning strikes, for example, or the exact path of a tornado.
Drown
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Full Action
Keywords: Attack, Focus, Ranged Touch, Somatic
Duration: concentration (full action)
Focus: 20L of water
A globule of water envelops the head of the target, subjecting them to a horrible fate. The target must hold their breath, as per suffocation rules. The target may escape by performing an Athletics + Strength roll with TN 15.
Puddle Portal
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Somatic
Duration: Instant
The caster (and up to one passenger) jump into a body of water and out of another. The caster jumps feet-first into a body of water wider than they are and comes out of another such body of water within 1km. The caster doesn't need to know exactly where they're going, just a general idea of where they want to go.
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Attack, Material, Physical, Ranged Touch, Somatic
Duration: Instant
Material: 1L of water
As bubble launcher, but dealing R damage and with a 25m range. The caster may cast fettered to grant the twin-linked property to the attack.
Control Current
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Subtle, Verbal
Duration: One scene
The caster calms or harshens the waves to their liking. The caster may use this focus power test in place of any relevant test for navigating or steering a ship toward its destination. If the caster is a Chosen, they may create a trench arbitrarily deep to reach the bottom and 15m wide. It lasts until the caster leaves the water affected. The SM has final arbitration as to what happens to individuals and objects in the body of water when the spell ends.
Control Weather
Hydromancy 4
Test: Hydromancy + Composure
TN: 30
Action: Full Action
Keywords: Social, Somatic, Verbal
Duration: Instant
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. The SM has final say over if a particular weather condition is appropriate or not. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather where lightning strikes, for example, or the exact path of a tornado.
Drown
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Full Action
Keywords: Attack, Focus, Ranged Touch, Somatic
Duration: concentration (full action)
Focus: 20L of water
A globule of water envelops the head of the target, subjecting them to a horrible fate. The target must hold their breath, as per suffocation rules. The target may escape by performing an Athletics + Strength roll with TN 15.
Puddle Portal
Hydromancy 4
Test: Hydromancy + Composure
TN 30
Action: Half Action
Keywords: Somatic
Duration: Instant
The caster (and up to one passenger) jump into a body of water and out of another. The caster jumps feet-first into a body of water wider than they are and comes out of another such body of water within 1km. The caster doesn't need to know exactly where they're going, just a general idea of where they want to go.
Hydromancy 5
Aboleth's Curse
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Half Action
Keywords: Material, Saving Throw, Touch, Verbal
Duration: 1 day.
Material: A pinch of dust
The target is cursed with a terrible affliction: their skin is so dry they can't leave the water lest they turn to dust. The target resists with Arcana + Constitution. The target suffers 1 E wound to the gizzards per five minutes they spend out of water. The target can re-try the saving throw once per hour.
Hydro Cannon
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Full Action
Keywords: Attack, Focus, Physical, Ranged Touch, Somatic
Duration: Instant
Focus: no less than 20L of water
Water is a powerful force, holding vast amounts of energy in an innocuous shape. The attack has a range of 20m, deals 7k7 I damage, and has the momentum property. If the target takes hp damage, they also gain a level of fatigue. If they were on fire, they are doused.
Peace of the Kami
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Full Action
Keywords: Material, Social, Touch
Duration: Instant
Material: holy water
The ultimate benevolence of the Water Dragon is without measure. The caster must spend a Hero Point. The target is instantly cured of all diseases, his system purged of any and all poisons. If the caster casts fettered, all critical damage on the target is completely healed.
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Half Action
Keywords: Material, Saving Throw, Touch, Verbal
Duration: 1 day.
Material: A pinch of dust
The target is cursed with a terrible affliction: their skin is so dry they can't leave the water lest they turn to dust. The target resists with Arcana + Constitution. The target suffers 1 E wound to the gizzards per five minutes they spend out of water. The target can re-try the saving throw once per hour.
Hydro Cannon
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Full Action
Keywords: Attack, Focus, Physical, Ranged Touch, Somatic
Duration: Instant
Focus: no less than 20L of water
Water is a powerful force, holding vast amounts of energy in an innocuous shape. The attack has a range of 20m, deals 7k7 I damage, and has the momentum property. If the target takes hp damage, they also gain a level of fatigue. If they were on fire, they are doused.
Peace of the Kami
Hydromancy 5
Test: Hydromancy + Composure
TN 35
Action: Full Action
Keywords: Material, Social, Touch
Duration: Instant
Material: holy water
The ultimate benevolence of the Water Dragon is without measure. The caster must spend a Hero Point. The target is instantly cured of all diseases, his system purged of any and all poisons. If the caster casts fettered, all critical damage on the target is completely healed.