Hydromancy

in: Magic Spheres

## Spells

### Frost Mastery (Special/RP Flavor)

*Support Casting* - The caster can turn any liquid to a solid and vice versa with just a simple touch. They can sculpt ice into whatever shape they wish, be it a weapon, a piece of furniture, or even frigid shackles. Once out of their grasp, the ice is subject to melting by climate or any other means as it normally would and a hydromancers is limited by the amount of liquid equal to their body mass when using this ability. This ability can be used to make weapons or defenses of ice like swords and shields, essentially meaning the caster is never defenseless if they have access to water or ice.

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> #### **RPR Stats**
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> * **Target(s):** Self; Caster must not be affected by Entombed.
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (6)
> * **Cost(s):** 2 Mana
> * **Effect(s):** The caster calls upon their magic and attempts to shape water into something.
> * **Cooldown:** 1 Minute
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### Cleanse Impurity (Special Cleanse)

*Support Casting* - With just a touch, a hydromancer is able to perceive whether or not a liquid has been contaminated by poison or some other abnormal influence. If so, they can remedy it. They can also render alcohol flat, cleanse poison and drugs from bodies, and sense the effects of potions and poisons they come in contact with before consuming them. The more fierce the effect poison or potion, the longer it will take to cleanse it and render it useless. This requires direct contact to initiate. While this spell is not practical for use in combat, it can be useful in the aftermath.

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> #### **RPR Stat**
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> * **Target(s):** Self or Single; Caster must not be affected by Entombed.
> * **Range:** 1 Tile
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (12)
> * **Cost(s):** 4 Mana
> * **Effect(s):** Removes the Poisoned status from a target and restoresa targets Blood Alcohol Content. If used to determine the effects of a poison or potion being offered by another player, a DM may be opened between players to share the effects of the poison or potion upon success. A ticket with admins to determine the effects may be opened if necessary.
> * **Cooldown:** 5 Minutes
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### Icy Breath (Attack)

*Offensive Casting* - The caster may exhale and gust of frigid air at their opponent. One so cold that it may threaten to freeze a victim and render them frostbitten and numb in mere moments. While the reach of this spell is fairly short, many hydromancers regard it as an excellent means of surprise.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Entombed and it does not effect Water Elementals.
> * Ranged: 2.5 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Hydro Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Target suffers 1d6+(25% of the caster's Magic)-(25% of the target's Hydro Resistance) damage. **On crit,** target suffers an additional **1d6** damage.
> * **Cooldown:** 10 Minutes
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### Numbing Embrace (Special/RP Flavor)

*Support Casting* - With prolonged contact, the caster may render their target paralyzed and in a frozen state, leaving them largely helpless but still cognizant of their surroundings. This spell is ineffective in combat as it is impractical to use given the length of time it takes to conduct the spell. This spell also has the side effect of halting the progress of grievous wounds or poisons, potentially allowing for the transport of a heavily injured person without further aggravating their condition and giving them more time to reach help. It may also be used to extend the shelf life of harvested blood or dismembered body parts.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Entombed.
> * **Range:** 2.5 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (6)
> * **Cost(s):** 4 Mana
> * **Effect(s):** Applies the Numbed Embrace status on the target for 60 Minutes which can be cancelled at any time by the caster. On crit,
> * **Cooldown:** 30 Minutes
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### Tidesmash (Debuff)

*Offensive Casting* - When a hydromancer has access to a large amount of water, the caster may seize it and hurl it violently in the direction of up to four targets of their choosing. The sheer power and force of this tidal wave is enough to send even the strongest and largest foes backwards, potentially knocking them off their feet.

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> #### RPR Stats
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> * **Target(s):** Up to four (4) targets; Caster must not be affected by Entombed and it does not effect Water Elementals, Arai, or Sagai Vargan.
> * **Range:** 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Hydro Resistance
> * **Cost(s):** 8 Mana
> * **Effect(s):** Applies the Knocked Down status to the target(s) and deals 1d8+(25% of the caster's Magic)-(25% of the target's Hydro Resistance) damage. **On crit**, target suffers and addition **1d6** damage.
> * **Cooldown:** 15 Minutes
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### Chilling Breeze (Buff)

*Support Casting* - The caster is able to draw in moisture and chill the air of their surroundings. This empowers their casting capabilities for a time by creating the ideal conditions for the use of their magic. This spell can also stifle fires and freeze wet surfaces.

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> #### **RPR Stat**
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> * **Target(s):** Self; Caster must not be affected by Entombed.
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (6)
> * **Cost(s):** 6 Mana
> * **Effect(s):** Applies the Chilling Breeze status to the caster for 60 minutes. **On crit**, caster gains an increase in Mana by **+10**.
> 	+ **Chilling Breeze:** +4 Magic, +3 Offensive Casting, +3 Support Casting, +5 Mana
> * **Cooldown:** 30 minutes
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### Ice Shards (Attack)

*Offensive Casting* - The caster can draw and quickly crystallize moisture from the air or from a source of liquid, turning it into razor sharp ice that they can then direct at their target; showering them with a hail of ice shards that slice through skin and clothes as easily as a hot knife through butter.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Entombed and it does not effect Water Elementals.
> * Range: 4 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Hydro Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Target suffers 1d6+(25% of the caster's Magic)-(25% of the target's Hydro Resistance) damage and must Resist Bleeding. **On crit**, target suffers **2** damage and is guaranteed the Bleeding status.
> * **Cooldown:** 10 Minutes
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### Frost Nova (Attack)

*Offensive Casting* - The caster surrounds themselves with a ring of ice before shattering it, casting shards of ice aimed up to four (4) targets in a burst of powerful magic. The strength and biting cold of this spell can cause those showered by it to become stricken with frostbite.

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> #### RPR Stats
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> * **Target(s):** Up to four (4) targets; Caster must not be affected by Entombed and it does not effect Water Elementals.
> * **Range:** 2 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Hydro Resistance
> * **Cost(s):** 8 Mana
> * **Effect(s):** Target suffers 1d8+(25% of the caster's Magic)-(25% of the target's Hydro Resistance) damage and must Resist Frostbite. **On crit**, target suffers and addition **1d6** damage and is guaranteed the Frostbite status.
> * **Cooldown:** 15 Minutes
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### Entomb (Self Heal/Buff)

*Support Casting* - By surrounding themselves with an thick and impenetrable bulwark of ice, a hydromancer can sheathe themselves from head to toe and protect themselves from harm. This will then leave them unable to move or act but will also make them temporarily invulnerable. This spell is often seen as a ploy to buy time but, the unwise may simply be delaying their doom.

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> #### **RPR Stat**
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> * **Target(s):** Self; Caster must not be affected by Entombed.
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 10 Mana
> * **Effect(s):** Applies the Entombed status to the caster, healing them for 5 HP and granting them a temporary shield of 20 HP. On crit, the caster may heal for an additional 5 HP. The status for Entombed remains until the temporary 20 HP from the shield is spent or when the caster cancels the cast.
> * **Cooldown:** 30 Minutes
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### Settle the Pool (Cleanse)

*Support Casting* - The caster may use their mastery over water and liquids to expel weak poisons, clot minor bleeding, and otherwise stop several ongoing conditional effects on themselves or a nearby ally. This spell is ineffective severe injuries and cannot cleanse unnatural diseases.

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> #### **RPR Stat**
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> * **Target(s):** Self or Single; Caster must not be affected by Entombed.
> * **Range:** 1 Tile
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (12)
> * **Cost(s):** 4 Mana
> * **Effect(s):** Removes any status conditions such as Bleeding, Poisoned, Burning, Frostbite, Shocked, and Stunned. **On crit**, target heals for **2 HP**.
> * **Cooldown:** 5 Minutes
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### Desiccate (Attack)

*Offensive Casting* - With a hand extended or touching their target, a hydromancer may attempt to suck the very moisture that flows through the body of a victim, causing them terrible pain and damage to their body. Prolonged use of this ability can actually easily kill a mortal being, leaving them a shriveled up, dried husk that crumbles to the touch.

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> #### RPR Stats
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> * **Target(s):** Single; Caster must not be affected by Entombed.
> * **Range:** 2 Tiles
> * **Dice Modifier(s):** Offensive Casting
> * **Target Roll (DC):** Hydro Resistance
> * **Cost(s):** 6 Mana
> * **Effect(s):** Target suffers 1d6+(25% of the caster's Magic)-(25% of the target's Hydro Resistance) damage. **On crit,** target suffers an additional **1d3** damage.
> * **Cooldown:** 5 Minutes
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### Frost Armor (Buff)

*Support Casting* - The caster may use their magic to shield themselvesor an ally in a thick layer of ice armor, the magic further causing it not to restrict their movement or cause them much discomfort. This ice protects the wearer from harm, though if it sustains enough damage the armor will crack away and shatter.

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> #### **RPR Stat**
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> * **Target(s):** Self or Single; Caster must not be affected by Entombed.
> * **Range:** 2 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (10)
> * **Cost(s):** 5 Mana
> * **Effect(s):** Grants a temporary shield of 10 HP. On crit, grants an additional temporary 5 HP for a total of 15 HP.
> * **Cooldown:** 20 Minutes
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### Harmony of Body (50% Injury Timer)

*Support Casting* - The caster can utilize their considerable mastery over the more mystic aspect of hydromancy to accelerate the body's natural healing process. Blood clots more effectively and hydrated tissue regenerates, leading to a faster recovery. Reduce injury timer by 50%.

This spell takes quite a bit of time and effort to heal a target optimally. Thus, it cannot be used in combat.

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> ### **RPR Stat**
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> * **Target(s):** Single; Caster must not be affected by Entombed.
> * **Range:** 1 Tile
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (14)
> * **Cost(s):** 8 Mana
> * **Effect(s):** Reduces the Injury Timer of a target by 50%. Minor Injuries will be applied automatically once this ability is used but it is suggested that the target screenshot the time at which the ability is cast in an emote in case its needed.
> * **Cooldown:** 10 Minutes
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### Soothe (Single-Target Heal)

*Support Casting* - The caster can quickly apply magically enhanced water to their own or an ally’s wounds during battle, healing at least superficial damage to flesh and allowing them to continue the fight longer than they otherwise could have.

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> #### **RPR Stat**
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> * **Target(s):** Self or Single; Caster must not be affected by Entombed.
> * **Range:** 3 Tiles
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (12)
> * **Cost(s):** 6 Mana
> * **Effect(s):**
> 	+ **On Success:** Heals for 1d6+(Magic). **On crit**, target heals an additional **1d4***.*
> 	+ **On Failure:** Heals for 2+(50% of Magic).
> * **Cooldown:** 5 Minutes
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### Living Water (Special/RP Flavor)

*Support Casting* - The caster can endow a small amount of water, about the amount that would fit in the average canteen, with the ability to move and perform minor actions upon command. The water’s consistency can be changed enough and it can exert enough pressure to retrieve small objects, put out small fires, and otherwise provide minor assistance to the caster.

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> #### **RPR Stat**
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> * **Target(s):** Self; Caster must not be affected by Entombed.
> * **Range:** ---
> * **Dice Modifier(s):** Support Casting
> * **Target Roll (DC):** Fixed (6)
> * **Cost(s):** 2 Mana
> * **Effect(s):** The caster uses their mastery over all things liquid to call upon it to bend to their whim.
> * **Cooldown:** 1 Minute
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## Rituals/Curses

### The Thirst (Curse)

The ritualist places a curse upon their victim that seems to do little at first, but the effects of which soon become apparent. The victim will find themselves in terrible need of a drink to slake an ever more parched throat, but when they find one, nothing will seem to satisfy them and their thirst will only grow. Over the course of three days this thirst advances from annoying and unpleasant to agonizing as the effects of dehydration take hold, maddening the victim with want of satisfaction but denying them any. This dehydration will never actually kill the victim unless they actually stop drinking water, but the effects of severe dehydration feel very real to the victim nonetheless. This ritual lasts until removed by a curse removal.

* **Ingredients:** Corrupted Essence, Doman Plum
* **Requirements:** 4 Chunk(s) of Aquamarine
* **Required Scroll:** Necromancy
* **Effect of Ritual:** The victim becomes cursed with an unnatural, unending thirst until it is removed. After 3 days, they can only flee or surrender pvp intents.

### Curse of Gills (Curse)

Also known by some as the Wrath of Nostrum, this insidious curse can begin to transform a human over time into one of the creatures known as the Sirens. This process takes place in stages and is reversible by curse removal up to the very last point where it will be made permanent as the curse fully manifests.

1. **Stage 1 (1 Day):** The victim begins to crave to be near the water, no longer feeling fully at home on the land. Their skin will also begin to become more oily than is characteristic for them.
2. **Stage 2 (3 Days):** The victim begins to show scales rather than skin in places as well as changes in their eyes, and lastly, gills have begun to form on their skin. They now feel more comfortable in the water than land entirely.
3. **Stage 3 (7 days):** By the seventh day, the victim will have completely transformed into a siren in every way, their gills fully forming and gaining the ability to breathe underwater along with the other abilities of the sirens. At this point, they cannot be transformed back by a simple curse removal spell.

* **Ingredients:** Concentrated Demon Blood, Outer Void Vapor
* **Requirements:** 3 Chunk(s) of Aquamarine, 3Chunk(s) of Onyx
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Changes the target’s race over time into a Siren, completing irrevocably after 7 days.

### Distant Reflection

By preparing a large basin or even a pool of water and with a target in mind, the caster can mystically connect their pool with bodies of water across a great expanse in a search for a particular individual. The caster must have an item belonging to or a part of the creature itself to cast this ritual and the item should be lowered into the prepared pool.

* **Ingredients:** Corrupted Essence, Atropa Belladonna, Item of Significance
* **Requirements:** 1 Chunk(s) of Onyx, 3 Chunk(s) of Aquamarine
* **Required Scroll:** Divination
* **Effect of Ritual:** Tile locations of the target are revealed to within a hex square with a successful scrying.

### Mirror Image

The caster sculpts a form of themselves, and then uses gems of power to transfer their consciousness into it. Their real body is put into a comatose state, left wherever the ritual was conducted.

For the next 6 hours, they can use this ice body as a reflection of themselves. There is no hiding that it is not a true form. It is a body entirely made of ice, with no function beyond basic movement and motor function. This form is extremely vulnerable to melting and shattering and will do so after either 6 hours or when it is broken.

You cannot fight in this form, or flee - if PvP is initiated, you must surrender.

The moment the mirror image is broken or ends, the caster’s consciousness is returned to their body and they awaken from their slumber. The caster cannot return to their body until the form breaks or the timer runs out. They are also unaware of what happens to their body while they are in their mirror state image.

* **Ingredients:** Doman Plum, Liniment
* **Requirements:** 1 Chunk(s) of Topaz, ‘Body of Ice’ status upon approval
* **Required Scroll:** Illusion
* **Effect of Ritual:** Place your body into a comatose state, creating a reflection of yourself while still vulnerable to combat.

### Disturb the Depths (Raid)

The caster can channel their sorcery into the depths of the ocean, sending their icy touch through the bottom of the seas to invoke upon things wishing only to rest. Disturbed beings resting at the bottom of the sea will resurface, traveling to where the magic directs them to fight. This ritual must be conducted near a large body of water. One large fishmen, one medium fishmen, and a small following will attack or ‘defend’ a location of the ritualist’s choosing.

* **Ingredients:** Concentrated Demon Blood, Outer Void Vapor
* **Requirements:** 1 Chunk(s) of Topaz, 5 Chunk(s) of Aquamarine, *Rumor upon success*
* **Required Scroll:** Divination
* **Effect of ritual:** A large spawn of horrifying fish-man hybrids are called from the ocean to the caster’s will, able to be hurled against a settlement or an attacking force sent to raid one. One large fishmen, one medium fishmen, and a small following (x4). Players may fight alongside the fish-men, though they will attack everyone and those struck down by the force are considered injured with all the normal implications of that.

### Mending Waters

This powerful ritual is capable of mending both the physical and spiritual ailments of many people at once through the blessing and preparation of a sacred pool. A great pool of water is always necessary for the use of this ritual, with its necessary size correlating to how many people the ritualist intends to cure at once. After extensive ritual, a pool of healing water can be created which is capable of greatly healing all of those who enter it and potentially also removing many curses from them as well. Those who are to be healed or effected must bathe in the waters, as simply being exposed to them is not enough and water taken from the prepared pool has no effect once removed from the source.

* **Ingredients:** Liniment, Outer Void Vapor
* **Requirements:** 2 Chunk(s) Aquamarine, 1 Chunk(s) Topaz. Special: Every additional person beyond the first costs 1 Chunk(s) of Aquamarine to be healed, and every additional person to have a curse removed costs an additional 1 Chunk(s) of Topaz.
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Reduces injury timers of those affected by 50% and removes curses from Pyromancy, Nature, Blood, Holy, Mental, and Marked spheres

## Lore Contribution

**Credit for Lore Contribution:** Rattenkrieg