Aquamancy
Aquamancy is the artform of manipulating elemental Water into combat spells and abilities.
Aquamancy often focuses on disabling an enemy, altering the terrain to the caster's advantage, or simply freezing enemies solid.
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Rank 1
Frostball - Inflict 1d10+3 damage on a successful Magic Attack roll.
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Rank 2
Cold Reach - Increase the range of the attack to 25m.
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Rank 3
Accurate - Add +5 to hit
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Rank 4
(Level 5 or Higher)
Frostball - Inflict 1d10+3 damage on a successful Magic Attack roll.
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Rank 2
Cold Reach - Increase the range of the attack to 25m.
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Rank 3
Accurate - Add +5 to hit
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Rank 4
(Level 5 or Higher)
Rapid Chill - Reduce the cost of Frostball by 1 AP.
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-- Or --
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Chilled Form - On a hit, the target must make a successful Physical Prowess check or suffer from Frozen (4).
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Rank 5
(Level 10 or Higher)
(Level 10 or Higher)
Frozen Shrapnel - On a hit creatures within 3m of the target take the minimum damage of the spell as shards of ice rain upon them.
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-- Or --
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Violent Cold - Increase the damage by +3.
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Rank 6
(Level 15 or Higher)
(Level 15 or Higher)
Frozen Heart - Increase the damage by 1d10 and add the Frozen (3) trait, or increase the Frozen effect already present by 3.
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-- Or --
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Time of Ice - For 2 additional AP a second Frostball can be launched from the target of the first, striking another target. This cannot be used to hit a target more than once, and can only be used if a target is struck.
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Rank 1
Ice Patch - Create an area of ice that covers 2m square. If anyone begins their turn on it or moves through it they must take an Agility test or fall prone.
It takes 2 AP to maintain this Talent each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Increased Size - The Ice creates a patch 1m larger than usual.
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Rank 3
Further Cold - Increase the range by +10m.
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Rank 4
(Level 5 or Higher)
Ice Patch - Create an area of ice that covers 2m square. If anyone begins their turn on it or moves through it they must take an Agility test or fall prone.
It takes 2 AP to maintain this Talent each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Increased Size - The Ice creates a patch 1m larger than usual.
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Rank 3
Further Cold - Increase the range by +10m.
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Rank 4
(Level 5 or Higher)
Easily Maintained - Reduce the AP cost to maintain the Talent by 1.
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-- Or --
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Easy Icepatch - Reduce the AP cost to cast by 1.
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Rank 5
(Level 10 or Higher)
(Level 10 or Higher)
Deadly Fall - When cast, the Icepatch can have the effect of a Frostball spell include, triggered when a target slips. This costs the same AP as both talents combined -1.
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-- Or --
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Multiple Ice Sheets - When casting you can create 2 areas of ice.
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Rank 6
(Level 15 or Higher)
(Level 15 or Higher)
Extremely Slippery - The test to avoid falling prone, and to get up again, is Challenging (-10%).
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-- Or --
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Iced Person - Instead of the ground, you may target the person. They must pass an Agility test to avoid falling prone or dropping held items. In addition, if you have the Flashfreeze Talent, you may cast it at the same time for the combined AP cost of the two -1.
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Rank 1
Flash Freeze - On a successful Willpower test the target must make a Physical Prowess test or suffer the Frozen (5) condition. To keep the target Frozen the caster must pay 2 AP per round in Maintenance, lasting one additional round after this cost is not paid.
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Rank 2
Efficient Casting - Reduce the AP cost by 1.
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Rank 3
Distant Spell - Select a target within 5m.
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Rank 4
(Level 5 or Higher)
Flash Freeze - On a successful Willpower test the target must make a Physical Prowess test or suffer the Frozen (5) condition. To keep the target Frozen the caster must pay 2 AP per round in Maintenance, lasting one additional round after this cost is not paid.
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Rank 2
Efficient Casting - Reduce the AP cost by 1.
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Rank 3
Distant Spell - Select a target within 5m.
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Rank 4
(Level 5 or Higher)
Multiple Targets - Affect 2 targets instead of 1. At 10th, 15th and 20th levels affect 1 additional target.
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-- Or --
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Easily Maintained - Reduce the AP cost to maintain the Talent by 1.
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Rank 5
(Level 10 or Higher)
(Level 10 or Higher)
Cooldown Reduction - Reduce Cooldown to 0.
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-- Or --
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Deep Freeze - Add +1 to the Frozen condition for every 4 levels.
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Rank 6
(Level 15 or Higher)
(Level 15 or Higher)
Painful Cold - Inflict 2d10 damage, negating armour.
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-- Or --
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Permafrost - Lock a target who reaches 0 AP into a permanent, frozen statue. Only one of these may be maintained at a time - inflicting it again thaws the previous one. The encasing ice 'protects' the target, so it cannot be directly harmed without ending the spell.
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Rank 1
Water Caller- Summon a Water Elemental. This construct, forged of the raw substance of Water Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Liquid Motion - Reduce the Elemental's Parry cost by 1 AP.
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Rank 3
Elemental Reservoir - The Elemental's Calling still suffers from Cooldown as normal, but it no longer blocks the casting of other spells - only other Caller spells cannot be cast during this Cooldown.
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Rank 4
(Level 5 or Higher)
Water Caller- Summon a Water Elemental. This construct, forged of the raw substance of Water Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Liquid Motion - Reduce the Elemental's Parry cost by 1 AP.
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Rank 3
Elemental Reservoir - The Elemental's Calling still suffers from Cooldown as normal, but it no longer blocks the casting of other spells - only other Caller spells cannot be cast during this Cooldown.
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Rank 4
(Level 5 or Higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1.
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-- Or --
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Multicaller - The caster can maintain a number of Caller spells equal to half there willpower modifier.
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Rank 5
(Level 10 or Higher)
(Level 10 or Higher)
Companion of Flame - The Elemental gains one Animal Companion Ability so long as they could qualify for it.-- Or --
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-- Or --
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Frozen Touch - Add +1 to Frozen.
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Rank 6
(Level 15 or Higher)
(Level 15 or Higher)
Water Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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The Cold Burns - Creatures within 3m of the Elemental take 1d10 damage, ignoring armor. Everytime they do inflicted the Frozen (1) condition.
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