Aquamancy

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Aquamancy is the specialization of the element of water and may only be learned in New Celest, for it draws its power from the Pool of Stars. Water is a healing and benevolent force which is reflected by the spellcraft of Aquamancers, who can control large bodies of water as their demesne.
Skill Learned At Description
Waterbourne Master+0% Survive in the most hostile of waters.
Hailstorm Master+25% Call down a hailstorm to pummel everyone else.
Flood Master+50% Soak a location with shallow water.
Meld Master+75% Merge your magics within waters of the land.
Currents Gifted+25% Swift currents carry people away.
Deluge Gifted+75% Soak a location with deep water.
Whirlpool Expert+0% Swirling currents draw people to you.
Dissolve Expert+20% Easily remove an aura of protection around another.
IceFloe Expert+40% Coat the ground with slick ice.
Travel Expert+60% Teleport yourself to anyone in your demesne.
Fog Expert+80% A deep fog will envelop and confuse all.
Jellies Virtuoso+0% Summon poisonous jellyfish into your waters.
Turtle Virtuoso+33% Summon a dragon turtle.
Typhoon Virtuoso+66% Wash away your enemies with towering waves.
Dilute Fabled+0% Dilute or concentrate the potions of those within your demesne.
Bubble Fabled+33% Escape combat within a massive bubble.
Missile Fabled+66% Seek out a target within your meld.
HealSpring Mythical+0% The soothing waters heal your body.
Staff Mythical+20% Summon your elemental staff.
NeedleRain Mythical+40% Wash away some elemental defences of your foes.
FlashFlood Mythical+60% Cast the powers of the waters in one spell.
Preserve Mythical+80% Freeze your enemies, preserving their corpse for all time.
Maelstrom Transcendent+0% Unleash the full power of elemental water.
A typical Merian Aquamancer (by Turgeis)


Waterbourne

Syntax
AQUACAST WATERBOURNE

Your affinity to water is so great that you can survive within it no matter what the circumstances, even if it is stilled. Additionally, you will be able to sleep in watery environments.

This also will allow you to DIVE and RISE to the deep ocean levels as well as avoiding strong ocean currents.


Hailstorm

Syntax
AQUACAST HAILSTORM [target|NODES]
Power: 3 (Pool of Stars) (Nodes only)

Damage Type: Cold

Summon forth cold storm of hail that will batter your enemies with damage and frostbite. You may target a single enemy or target all enemies between connecting nodes and the node you are standing on.


Flood

Syntax
AQUACAST FLOOD
AQUACAST FORCEFLOOD
Power: 1 (Pool of Stars)

You may temporarily flood almost any environment, turning it into a watery location. If a location is currently the demesne of any druid or mage, you can FORCE it and break the node in that location. It will take some time to break a node and will require your full concentration.


Meld

Syntax
AQUACAST MELD

AQUACAST CLEAR
AQUACAST CLEAR NODE <#>
AQUACAST SENSE
AQUACAST WATCH ON/OFF
AQUACAST DISSOLVE
AQUACAST BOND
AQUACAST UNBOND
DEMESNE
DEMESNE [NODES|ROOMS|BONDS|EFFECTS]

The primary power of aquamancy is to build your own water demesne. By casting a MELD, you create a node of power. You can have up to 3 nodes at any time, and they cannot be placed next to each other. If you place nodes within 5 rooms of each other, the leylines will add the connecting rooms to your demesne.

You may also BOND to a fellow aquamancer's demesne and assist them. Bonding increases the strength of the nodes and the elementals that defend them.

While in your demesne, you can SENSE who dares to enter your waters and WATCH who enters and leaves. DEMESNE will show you what rooms are included in your demesne, and what powers are currently active. You can DISSOLVE your demesne at any time or CLEAR a specific node to remove it.


Currents

Syntax
AQUACAST CURRENTS [MELD]
Power: 3 (Pool of Stars) (Current Room)

5 (Pool of Stars) (All Nodes)

Create a rush of currents that pull your enemies out of your location; or if you are located at one of your nodes, away from any node in the demesne.


Deluge

Syntax
AQUACAST DELUGE [DAMPEN]
Damage Type: 100% Cold

A deluge of water will pass through your demesne, damaging and knocking over your enemies. If they are already knocked over, they'll be knocked off balance.
Append DAMPENto lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Whirlpool

Syntax
AQUACAST WHIRLPOOL [DAMPEN]

Whirlpools will have a chance of pulling your enemies back into the room if they attempt to leave and afflicting them with frostbite.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Dissolve

Syntax
DISSOLVE [<target>|NODES|MELD]
Power: 5 (Pool of Stars) (Nodes)

10 (Pool of Stars) (Meld)

You can dissolve the aura of protection defense around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack. You can also dissolve it from all enemies between connecting nodes, or all enemies inside your entire meld for a power cost.


IceFloe

Syntax
AQUACAST ICEFLOE [DAMPEN]

Summon forth blocks of ice to cause random mental afflictions and give frostbite to your enemies.
You can append DAMPEN to lower this effect.


Travel

Syntax
AQUACAST TRAVEL [<target>|Node number]
Power: 3 (Pool of Stars)

You can travel to a target if both of you are in your demesne. Additionally, you can travel to any node within your meld. (The node number appears in DEMESNE NODES).


Fog

Syntax
AQUACAST FOG [DAMPEN]

You can raise a dense fog that will obfuscate locations and afflict your enemies with frostbite.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Jellies

Syntax
AQUACAST JELLIES [DAMPEN]

Jellyfish will float throughout, stunning your enemies and building frostbite.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Turtle

Syntax
AQUACAST TURTLE
Power: 10 (Pool of Stars)

Call a golden dragon turtle to gift you with a golden egg. The power cost will be significantly less if cast on the Elemental Plane of Water. Once every two years, you will be able to summon forth a new egg and transfer ownership of your dragon turtle.
The dragon turtle has two unique inherent abilities:

Syntax
WATERGLIDE <direction>

The dragon turtle can walk over water or sprint in a line if directed to.


Syntax
BEAST ORDER BREATHE STEAM <target>
Beast Mana: 500

Damage Type: 33% Fire 33% Blunt 33% Asphyxiation

This is a unique breath attack: it does more damage than a standard breath attack and will afflict with frostbite.

Additional Notes:
If you lose the turtle skill, your turtle will not abandon you; however, it will lose its special beast abilities.


Typhoon

Syntax
AQUACAST TYPHOON [DAMPEN]

A summoned typhoon will smash any enemies to the ground who dare to fly in your realm. It will also block use of natural forest if cast. Furthermore, any who attempt to fly may find themselves caught in a net of air. It will also afflict enemies with frostbite.
You can append DAMPEN to lower this effect.


Dilute

Syntax
AQUACAST DILUTE [DAMPEN]

Your allies will benefit more from sipping vitals while your enemies will find them sipping for less.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Bubble

Syntax
AQUACAST BUBBLE [DAMPEN]

Bubbles will drain the ego of your enemies depending on the level of frostbite they have.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Missile

Syntax
AQUACAST MISSILE <target>
Power: 2 (Pool of Stars)

Damage Type: 100% Cold

You may summon a missile of ice to attack anyone within your demesne. It will damage and build frostbite on them.


Healspring

Syntax
AQUACAST HEALSPRING [DAMPEN]

Summon forth a healing spring, which will heal you and your allies and afflict enemies with frostbite.
You can append DAMPEN to lower this effect.

Additional Notes:
Meld effect: this will be cast throughout your demesne.


Staff

Syntax
AQUACAST STAFF
POINT STAFF <target> [direction]
WHIRL STAFF
Power: 10 (Pool of Stars)

Damage Type: 50% Cold, 25% Blunt, 25% Asphyxiation (point staff)
Can Target Denizens (in room only)

The ultimate weapon of the aquamancer is a staff created from the pure waters. By wielding the staff you may POINT STAFF at a target and shoot a blast of icy water at your target. With WHIRL STAFF, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the Elemental Plane of Water.

Syntax
TUNE STAFF <percent> COLD <percent> BLUNT <percent> ASPHYXIATION

TUNE STAFF CLEAR

Power: 1 (Pool of Stars)

You may TUNE STAFF to choose what percentage of your damage is in the form of blunt, asphyxiation or cold damage. You may also TUNE STAFF CLEAR to return your staff to its original balance.

Additional Notes:
Percentages may range from 0-100 for each damage type, but must be


NeedleRain

Syntax
AQUACAST NEEDLERAIN [<target>|NODES|MELD]
2 (Pool of Stars) (Single Target)

5 (Pool of Stars) (Nodes)
8 (Pool of Stars) (Meld)

Summon forth a stinging rain, which will occasionally strip your enemies of waterwalking and waterbreathing or other defences.


Flashflood

Syntax
AQUACAST FLASHFLOOD
Power: 5 (Pool of Stars)

Your demesne will surge with elemental winds, and become imbued with deluge, whirlpool, icefloe, fog, jellies, typhoon, dilute, bubble, and healspring.


Preserve

Syntax
AQUACAST PRESERVE
Power: 5 (Pool of Stars)

If your target has fourth degree frostbite you may freeze all the water surrounding them, preserving them in the ice. If they do not have fourth degree frostbite you will stun them and build frostbite.


Maelstrom

Syntax
UNLEASH STAFF
Power: 10 (Pool of Stars)

Damage Type: 100% Cold

By releasing a maelstrom, you demonstrate the most intense and potent powers of the Elemental Plane of Water. An enormous storm will roll throughout your demesne, intent on destroying your personal enemies. You must wield your staff and be at full mana to invoke such a spectacle. The damage dealt by the Maelstrom will depend on how much frostbite your enemies have, though it will entirely dissipate all their frostbite when it hits.
Bonded melders will reduce how long this takes to cast.