Mizunoke

## Base Stage

Requirements - Demon's Trial Feat and IC Event.

 Armor Class
 Speed
 Attack Roll
 Attack Damage
 Grapple
 Abilities
 Saves
 Space/Reach
 Special Attacks
 Special Qualities

## First Stage

Requirements - Otherwordly Welcoming Feat and IC Event.

 Armor Class
 Speed
 Attack Roll
 Attack Damage
 Grapple
 Abilites
 Saves
 Space/Reach
 Special Attacks
 Special Qualities

#### Convergence of Sea

As two bodies of water with different densities can be made to not mix together, Mizunoke will not allow foreign matter into those whom she has blessed with her protection. This ability grants damage reduction equal to the user’s Charisma modifier, and an equal energy resistance to all types of energy (Fire, cold, lightning, sonic, acid).

#### Frost Flowers

 Mizunoke creates torrents of intense water pressure from wherever her user commands it. This ability requires for the user to have contact with the ground or whatever surface both he and the target are standing on. The target must be on the same, unbroken,  surface as the caster, and the target must be at the same or lower elevation as the caster. The gusts of water deal 2d4 damage for every three HD the character has. A successful reflex save reduces this damage by half. The DC for this ability is equal to 10 + the character level + the caster’s Int modifier. Regardless of success of this attack, the water then freezes into a series of icicles in the shape of a flower. These icicles cannot be manipulated with Mizunoke’s power.

## Second Stage

Requirements - Demonic Embrace Feat and IC Event.

 Armor Class
 Speed
 Attack Roll
 Attack Damage
 Grapple
 Abilites
 Saves
 Space/Recah
 Special Attacks
 Special Qualities

#### Brinicle

 By focusing on the power of the oceans, the wielder of Mizunoke can command her to call forth the deepest colds within the ocean’s depths. This attack grants the caster the ability to create a tendril of ice along the ground, moving between himself and the target. This ability only affects targets who are standing on the same surface as the caster. This ability takes 10 rounds to reach the intended target, minus one round per each point of the caster’s constitution modifier. This ability is a ranged touch-attack, and if the tendril hits, the target is locked in ice that freezes them. Each round that the target is trapped, they take an additional 4 points of cold damage as the ice encases them further, and the DC to break free from the ice increases by another 2 points. If trapped, the target can escape with a successful strength check vs the caster’s constitution.

#### Waterspout

Mizunoke condenses the waters in the atmosphere, creating a torrent of water around the target. This attack itself doesn’t do any damage to the target, but any creature caught in the torrent must make a fortitude save to move through the wall of water, and takes 10d6 points of damage from the high pressure water, with an additional 2 points of damage for each HD the caster has. A successful reflex save can allow the target to escape before the water prison forms entirely. The DC for this attack is equal to 11 + character level + intelligence modifier. A character who is able to fly, and has a fly speed equal to or higher than the caster’s speed, is able to simply fly out through the top of the waterspout with no need for a save.

## Third Stage

Requiements - Intermediate Mastery Feat and IC Event.

 Armor Class
 Speed
 Attack Roll
 Attack Damage
 Grapple
 Abilites
 Saves
 Space/Reach
 Special Attacks
 Special Qualities

#### Meteotsunami

The power of the seas lies not only in the water, but the very air over the oceans as well. This ability grants the caster to produce thin zones of pressurized air, blades of wind that can be sent out to batter foes. The caster is able to produce a number of attacks equal to their BaB, and each blast of wind deals 1d8 points of damage per HD of the caster. If cast upon a target that is trapped within either a Maelstrom, or a Waterspout, this damage instead becomes 1d10 points of damage instead.

#### Maelstrom

 The dreaded maelstrom, bane of shipping endeavours everywhere. Mizunoke can call forth this most deadly of ocean phenomenon, and creates an area of violently whirling waters. This is treated as a 100 foot spread. The caster can create this on any surface that they are physically touching and the caster is able to move freely inside it, despite the heavy water currents. All creatures within this spread must make a Fortitude save, or be subject to 2d20 points of damage per 5 HD the caster possesses. Targets who make this save are able to attempt to move out of this zone, but all movement types take a negative penalty equal to the int score of the caster (rounded down to the nearest 5 foot increment). This spread is not movable, but the caster is able to create one maelstrom per constitution modifier. This maelstrom is treated as difficult terrain for all those trapped inside it. A target who dies in this maelstrom is not killed, but instead sealed within Mizunoke, and placed in a state akin to suspended animation.

#### Scattering Layer

 In the deepest oceans, without fail, there is a place where light cannot reach. The creatures there have adapted to see without light, and Mizunoke grants this power to her wielder. The owner is able to use blindsense out to a distance equal to 10 feet per HD. Also, the user gains a 20% miss chance against all incoming attacks, gaining some of the protection of darkness that shrouds the oceans.

## Fourth Stage

Requirements - Demonic Mastery Feat and IC Event.

 Armor Class
 Speed
 Attack Roll
 Attack Damage
 Grapple
 Abilites
 Saves
 Space/Reach
 Special Attacks
 Special Qualities

#### Red Tide

The wielder of the gem is able to assume the shape of the waves they command. The character is treated as an elemental, gaining immunity to poisons, sleep, paralysis and stuns. The character cannot be flanked nor is subject to critical hits. The character no longer needs to eat, sleep, nor breathe.

#### Dead Water

The ultimate end of all things in the ocean is a watery grave. Massive pressure, deep colds and other dangers of the deep make it an inhospitable place for all who draw Mizunoke’s ire. The caster’s body exudes a mist of black water, creating a 30 foot cloud around them that moves with the caster. No terrestrial wind can compete with the pressures at the depths of the ocean, and this cloud cannot be dispersed no matter how hard one blows. It lasts for a number of rounds equal to the character’s HD. Any corporeal creature that enters the field must make a fortitude save or be crushed instantly by the intense pressures inside the aura. The DC is equal to 14 + the character’s level + the character’s int modifier. Elemental creatures, or creatures without bones are able to move in this aura without risk of death. A successful Fortitude save still has the target taking 4d4 points of damage per 3 HD of the caster. Beings killed by this ability do not move on to their respective afterlives, and are instead doomed to Mizunoke’s watery embrace, much like those killed in the Maelstrom.

#### Water Cascades

In some rare cases, the sea returns what it has taken. The demon inside the gem doesn’t give up any souls once they are eaten by her, but she is willing to share with the wielder who has unlocked her secrets. The user is able to retain a number of souls equal to their int modifier/2. Only one soul can be called up at a time, and swapping souls is a full round action. The caster can assume the form of the soul if they wish to, and they are in their elemental form. While in this form, the user gains all the abilities and knowledge of the original, but uses their own character level and stats for those abilities.