Hydromancy
The discipline of Hydromancy encompasses the ability to manipulate water and change its state between solid and liquid.
Spell Name: Waterbend
Mana: 1 per Turn
Discipline: Hydromancy
Concentration: Low
Cast Time: 1 Turn
Spell Duration: Channeled
Range: 15 Meters
Spell Effect: The caster can freely manipulate water and ice within range, moving the water or changing it between states. This spell is not harmful and is solely for manipulating and moving water. With this spell, the caster can lift up to 5 pounds (around 2 kgs).
Spell Name: Repel
Mana: 1 per Turn
Discipline: Hydromancy
Concentration: Low
Cast Time: 1 Turn
Spell Duration: Channeled
Range: Self
Spell Effect: This spell prevents liquids from touching the body and any items the caster is holding. It can be used to allow the caster to move through water sources such as lakes and rivers without getting wet.
Spell Name: Frost Stride
Mana: 1 per Turn
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Channeled
Range: Self
Spell Effect: The caster surrounds their feet with freezing temperatures, immediately solidifying the ground they stand on. It can turn snow and water to ice; however, should the caster lose concentration or stop channeling for any other reason, the ice will melt.
Spell Name: Water Whip
Mana: 2
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 5 Meters
Spell Effect: The caster manipulates nearby water or draws water from the air in order to create a whip. This whip is able to inflict small lacerations onto a target when in skilled hands, however, targets in armor are not cut by the water's edge.
Spell Name: Ice Wall
Mana: 2
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: 3 Turns
Range: 5 Meters, 3x3x1 Meters
Spell Effect: The caster creates a wall of ice that is 3 meters wide, 3 meters tall, and one meter thick. The wall stops small projectiles and light attacks. The air around this wall is chilled. This wall can be melted if met with adequate temperatures. Three strikes from a blunt weapon or a pickaxe will cause the wall to crumble.
Spell Name: Freezing Wave
Mana: 3
Discipline: Hydromancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 1 Turn, 3 Turns
Range: 10 Meter Cone
Spell Effect: The caster summons forth a wave of water to flood an area in a 10 meter cone in front of them for 1 turn. Once the turn completes, the water will turn to ice for the remaining 3 turns of the duration, freezing any land or person covered by the water. Any creature that is frozen by the ice must roll a 1d20 with a result of 14 or higher to escape, or simply wait for the duration to end. Once frozen, the ground will become very slippery, limiting movement on the ice to 1 block per turn.
Spell Name: Ice Construct
Mana: 3
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: 10 Turns
Range: 5 Meters
Spell Effect: The caster fires out a constant beam of ice to form a shape of their choosing, such as a bridge or other kinds of temporary constructs. Three strikes to these ice constructs from a blunt weapon or a pickaxe will cause the construct to crumble.
Spell Name: Glacial Javelin
Mana: 3
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster launches a sharp javelin of ice towards a target in range. Unarmored targets struck by this projectile will receive a puncture wound akin to that of an arrow along with first degree frostbite around the wound. Targets wearing metal armors with Average or High conductivity struck will receive second degree frostbite and also be rendered stunned for 1 turn. Targets wearing Low conductivity armor or non-metal armor merely have their armor dented and are knocked down, needing to use their next turn action to get back up. This spell follows Projectile Standards.
Spell Name: Frostbolt
Mana: 3
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster conjures an icicle of frozen water and launches it at the target. Unarmored targets struck by this projectile will receive a small laceration at the location of injury along with first degree frostbite around the wound. Targets wearing metal armors with Average or High conductivity struck will receive second degree frostbite and also be rendered stunned for 1 turn. Targets wearing Low conductivity armor or non-metal armor merely have their armor dented and are knocked down, needing to use their next turn action to get back up. This spell follows Projectile Standards.
Spell Name: Blizzard
Mana: 4
Discipline: Hydromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: 3 Turns
Range: 10 Meters, 3 Meter Radius
Spell Effect: The caster creates a flurry of sleet and snow in a 3 meter radius area. Targets in range have their movement slowed to 1 meter per turn and are unable to concentrate for the duration. First degree frostbite is afflicted on exposed skin upon the second turn of being in range, and should a victim be in the area of effect for all three turns, they receive second degree frostbite on exposed skin. Targets wearing armor with Average or High conductivity receive frostbite at a rate of 1 turn faster.
Aurum Types |
Divinity • Demonbrands • Magecraft • Runesmithing • Feyspeak • Shamanism • The Fallen |
The World of Aethius • The Multiverse of Aethier |