Difference between revisions of "Aquamancy"

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{{SkillTableRow|Flood|Master|50|Soak a location with shallow water.}}
{{SkillTableRow|Flood|Master|50|Soak a location with shallow water.}}
{{SkillTableRow|Meld|Master|75|Merge your magics within waters of the land.}}
{{SkillTableRow|Meld|Master|75|Merge your magics within waters of the land.}}
{{SkillTableRow|Influence|Gifted|0|Increase your sway over others in your demesne.}}
{{SkillTableRow|Currents|Gifted|25|Swift currents carry people away.}}
{{SkillTableRow|Deluge|Gifted|25|Soak a location with deep water.}}
{{SkillTableRow|Deluge|Gifted|75|Soak a location with deep water.}}
{{SkillTableRow|Center|Gifted|50|Move to the centre of your demesne.}}
{{SkillTableRow|Stillwater|Gifted|75|Remove oxygen from the water.}}
{{SkillTableRow|Whirlpool|Expert|0|Swirling currents draw people to you.}}
{{SkillTableRow|Whirlpool|Expert|0|Swirling currents draw people to you.}}
{{SkillTableRow|Dissolve|Expert|0|Easily remove an aura of protection around another.}}
{{SkillTableRow|Dissolve|Expert|20|Easily remove an aura of protection around another.}}
{{SkillTableRow|Icefloe|Expert|25|Coat the ground with slick ice.}}
{{SkillTableRow|IceFloe|Expert|40|Coat the ground with slick ice.}}
{{SkillTableRow|Travel|Expert|50|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Travel|Expert|60|Teleport yourself to anyone in your demesne.}}
{{SkillTableRow|Healspring|Expert|75|The soothing waters heal your body.}}
{{SkillTableRow|Fog|Expert|80|A deep fog will envelop and confuse all.}}
{{SkillTableRow|NeedleRain|Virtuoso|0|Wash away some elemental defenses of your foes.}}
{{SkillTableRow|Jellies|Virtuoso|0|Summon poisonous jellyfish into your waters.}}
{{SkillTableRow|Turtle|Virtuoso|20|Summon a dragon turtle.}}
{{SkillTableRow|Turtle|Virtuoso|33|Summon a dragon turtle.}}
{{SkillTableRow|Typhoon|Virtuoso|?|Knock down your enemies with massive storms.}}
{{SkillTableRow|Typhoon|Virtuoso|66|Wash away your enemies with towering waves.}}
{{SkillTableRow|Currents|Virtuoso|60|Swift currents carry people away.}}
{{SkillTableRow|Dilute|Fabled|0|Dilute or concentrate the potions of those within your demesne.}}
{{SkillTableRow|Jellies|Fabled|0|Summon poisonous jellyfish into your waters.}}
{{SkillTableRow|Bubble|Fabled|33|Escape combat within a massive bubble.}}
{{SkillTableRow|Bubble|Fabled|75|Escape combat within a massive bubble.}}
{{SkillTableRow|Missile|Fabled|66|Seek out a target within your meld.}}
{{SkillTableRow|Staff|Mythical|0|Summon your elemental staff.}}
{{SkillTableRow|HealSpring|Mythical|0|The soothing waters heal your body.}}
{{SkillTableRow|Preserve|Mythical|20|Freeze your enemies, preserving their corpse for all time.}}
{{SkillTableRow|Staff|Mythical|20|Summon your elemental staff.}}
{{SkillTableRow|Tuning|Mythical|40|Tune the energies of your elemental staff.}}
{{SkillTableRow|NeedleRain|Mythical|40|Wash away some elemental defences of your foes.}}
{{SkillTableRow|Flashflood|Mythical|60|Cast the powers of the waters in one spell.}}
{{SkillTableRow|FlashFlood|Mythical|60|Cast the powers of the waters in one spell.}}
{{SkillTableRow|Liquidform|Mythical|80|Morph your body into pure liquid.}}
{{SkillTableRow|Preserve|Mythical|80|Freeze your enemies, preserving their corpse for all time.}}
{{SkillTableRow|Maelstrom|Transcendent|0|Unleash the full power of elemental water.}}
{{SkillTableRow|Maelstrom|Transcendent|0|Unleash the full power of elemental water.}}
|}
|}
[[Image:Aquamancy.jpg|thumb|A typical Merian Aquamancer (by Turgeis)]]
[[Image:Aquamancy.jpg|thumb|A typical Merian Aquamancer (by Turgeis)]]


==Waterbourne==
{{AB
 
|skillname = 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.
|syntax = AQUACAST WATERBOURNE
|description = 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 <tt>DIVE</tt> and <tt>RISE</tt> to the deep ocean levels as well as avoiding strong ocean currents.
This also will allow you to <tt>DIVE</tt> and <tt>RISE</tt> to the deep ocean levels as well as avoiding strong ocean currents.
}}


==Hailstorm==
{{AB
|skillname = Hailstorm
|syntax = AQUACAST HAILSTORM [target{{!}}NODES]
|cost = Power:  3 (Pool of Stars) (Nodes only)<br/>
Damage Type: Cold
|description = 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.
}}


{|
{{AB
|-
|skillname = Flood
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST FLOOD<br>AQUACAST FORCEFLOOD
|-
|cost = Power: 1 (Pool of Stars)
| style="background:lightblue"|<tt>AQUACAST HAILSTORM</tt>
|description = 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.
|-
}}
|style="background:pink"|Damage Type: 50% blunt, 50% cold<br/>
Damage Source: Magical
|-
|}
The skies will open up with a fierce storm of hailstones, which will smash down upon all your enemies in the room, except the Aquamancer who cast it.


==Flood==
{{AB
|skillname = Meld
|syntax = AQUACAST MELD<br/>
AQUACAST CLEAR<br/>
AQUACAST CLEAR NODE <#><br/>
AQUACAST SENSE<br/>
AQUACAST WATCH ON/OFF<br/>
AQUACAST DISSOLVE<br/>
AQUACAST BOND<br/>
AQUACAST UNBOND<br/>
DEMESNE<br/>
DEMESNE [NODES{{!}}ROOMS{{!}}BONDS{{!}}EFFECTS]
|description = 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.<br><br>
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.<br><br>
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.
}}


{|
{{AB
|-
|skillname = Currents
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST CURRENTS [MELD]
|-
|cost = Power: 3 (Pool of Stars) (Current Room)<br/>
| style="background:lightblue"|<tt>AQUACAST FLOOD</tt><br/>
5 (Pool of Stars) (All Nodes)
<tt>AQUACAST FORCEFLOOD</tt>
|description = 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.
|-
}}
|style="background:pink"|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 <tt>FORCE</tt> it and break the meld in that location.


==Meld==
{{AB
|skillname = Deluge
|syntax = AQUACAST DELUGE [DAMPEN]
|cost = Damage Type: 100% Cold
|description =
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.
<br/>
Append <tt>DAMPEN</tt>to lower this effect.
|notes = Meld effect: this will be cast throughout your demesne.
}}


{|
{{AB
|-
|skillname = Whirlpool
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST WHIRLPOOL [DAMPEN]
|-
|description = Whirlpools will have a chance of pulling your enemies back into the room if they attempt to leave and afflicting them with frostbite.
| style="background:lightblue"|<tt>AQUACAST MELD</tt><br/>
<br/>
<tt>AQUACAST SENSE</tt><br/>
You can append <tt>DAMPEN</tt> to lower this effect.
<tt>AQUACAST WATCH ON/OFF</tt><br/>
|notes = Meld effect: this will be cast throughout your demesne.
<tt>AQUACAST DISSOLVE</tt><br/>
}}
<tt>AQUACAST DAMPEN <effect></tt><br/>
<tt>DEMESNE CENTER</tt><br/>
<tt>DEMESNE</tt>
|-
|}
The primary power of aquamancy is to build your own watery demesne. By creating a <tt>MELD</tt> between the water in a location and yourself, you thus build your demesne. Each new <tt>MELD</tt> must be adjacent to another. While in your demesne, you can <tt>SENSE</tt> who is trodding your waters and <tt>WATCH</tt> who enters and leaves. To check on its status, <tt>DEMESNE</tt> will show you where its center is, and what powers are curently active and how long they will last. <tt>DEMESNE CENTER</tt> will change the center of your demense to the current room. You can <tt>DISSOLVE</tt> your demesne at any time.


==Influence==
{{AB
|skillname = Dissolve
|syntax = DISSOLVE [<target>{{!}}NODES{{!}}MELD]
|cost = Power:  5 (Pool of Stars) (Nodes)<br/>
10 (Pool of Stars) (Meld)
|description = 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.
}}


Within your own demesne, you will find your ability of influence to be more effective.
{{AB
|skillname = IceFloe
|syntax = AQUACAST ICEFLOE [DAMPEN]
|description = Summon forth blocks of ice to cause random mental afflictions and give frostbite to your enemies.
<br/>
You can append <tt>DAMPEN</tt> to lower this effect.
}}


==Deluge==
{{AB
|skillname = Travel
|syntax = AQUACAST TRAVEL [<target>{{!}}Node number]
|cost = Power: 3 (Pool of Stars)
|description = 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 <tt>DEMESNE NODES</tt>).
}}


{|
{{AB
|-
|skillname = Fog
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST FOG [DAMPEN]
|-
|description =  
| style="background:lightblue"|<tt>AQUACAST DELUGE [DEMESNE]</tt>
You can raise a dense fog that will obfuscate locations and afflict your enemies with frostbite.
|-
<br/>
|}
You can append <tt>DAMPEN</tt> to lower this effect.
This can be cast in a single water location or throughout your demesne. By releasing a deluge of heavy rain, the level of water will rise, forcing anyone to swim in order to move.
|notes = Meld effect: this will be cast throughout your demesne.
}}


==Center==
{{AB
|skillname = Jellies
|syntax = AQUACAST JELLIES [DAMPEN]
|description =
Jellyfish will float throughout, stunning your enemies and building frostbite.
<br/>
You can append <tt>DAMPEN</tt> to lower this effect.
|notes = Meld effect: this will be cast throughout your demesne.
}}


{|
{{AB
|-
|skillname = Turtle
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST TURTLE
|-
|cost = Power: 10 (Pool of Stars)
| style="background:lightblue"|<tt>AQUACAST CENTER</tt>
|description = 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.
|-
<br>
|}
The dragon turtle has two unique inherent abilities:
From anywhere in your demesne, you can instantly transport to the center of your demesne. If you are outside your demesne, but on the same plane and terrain type as your demesne, you may teleport back to the center of your demesne at a cost of two power.
{{sub
|syntax = WATERGLIDE <direction>
}}
The dragon turtle can walk over water or sprint in a line if directed to.


==Stillwater==
{{sub
|syntax = BEAST ORDER BREATHE STEAM <target>
|cost = Beast Mana: 500<br>
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.


{|
|notes = If you lose the turtle skill, your turtle will not abandon you; however, it will lose its special beast abilities.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST STILLWATER [DEMESNE]</tt>
|-
|}
This can be cast in a single water location or throughout your demesne. By extracting the oxygen from water, you make any waterbreathing abilities, either natural or magical, useless. This has no effect on those with fluidswim who can keep their head above water.


{|
{{AB
|-
|skillname = Typhoon
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = AQUACAST TYPHOON [DAMPEN]
|-
|description = 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.
| style="background:lightgreen"|Stillwater bypasses normal drowning protection.
<br/>
|-
You can append <tt>DAMPEN</tt> to lower this effect.
|}
}}


==Whirlpool==
{{AB
{|
|skillname = Dilute
|-
|syntax = AQUACAST DILUTE [DAMPEN]
| style="background:darkblue; color:white"|'''Syntax:'''
|description= Your allies will benefit more from sipping vitals while your enemies will find them sipping for less.
|-
<br/>
| style="background:lightblue"|<tt>AQUACAST WHIRLPOOL</tt>
You can append <tt>DAMPEN</tt> to lower this effect.
|-
|notes = Meld effect: this will be cast throughout your demesne.
|}
}}
This must be cast in a location with water. You create a powerful whirlpool around yourself, and anyone in an adjacent water-logged and demesned location may be pulled towards you. When leaving your location, your enemies may find themselves unable to swim against the force of the whirlpool.


==Dissolve==
{{AB
|skillname = Bubble
|syntax = AQUACAST BUBBLE [DAMPEN]
|description =Bubbles will drain the ego of your enemies depending on the level of frostbite they have.
<br/>
You can append <tt>DAMPEN</tt> to lower this effect.
|notes = Meld effect: this will be cast throughout your demesne.
}}


{|
{{AB
|-
|skillname = Missile
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST MISSILE <target>
|-
|cost = Power: 2 (Pool of Stars)<br/>
| style="background:lightblue"|<tt>DISSOLVE <target></tt>
Damage Type: 100% Cold
|-
|description = You may summon a missile of ice to attack anyone within your demesne. It will damage and build frostbite on them.
|}
}}
You can dissolve the aura of protection 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.


==Icefloe==
{{AB
|skillname = Healspring
|syntax = AQUACAST HEALSPRING [DAMPEN]
|description =  
Summon forth a healing spring, which will heal you and your allies and afflict enemies with frostbite.
<br/>
You can append <tt>DAMPEN</tt> to lower this effect.
|notes = Meld effect: this will be cast throughout your demesne.
}}


{|
{{AB
|-
|skillname = Staff
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST STAFF<br/>
|-
:POINT STAFF <target> [direction]<br/>
| style="background:lightblue"|<tt>AQUACAST ICEFLOE [DEMESNE]</tt>
:WHIRL STAFF
|-
|cost = Power: 10 (Pool of Stars)<br/>
|}
This can be cast in a single water location or throughout your demesne. By chilling the water with slushy sheets of ice, your enemies will be chilled by this frigid environment. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Travel==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST TRAVEL <target></tt>
|-
|style="background:pink"|Power: 3 (Pool of Stars)
|-
|}
You can travel to a target if both of you are in your demesne.
 
==Healspring==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST HEALSPRING [DEMESNE]</tt>
|-
|}
This can be cast in a single water location or throughout your demesne. By transforming the waters into a healing spring, both you and your allies will continually be healed. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
'''Changelog:'''<br />
*Aquamancy Healspring now heals the most wounded area first. '''(#122 on 03-25-2012)'''
 
==NeedleRain==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST NEEDLERAIN [DEMESNE]</tt>
|-
|}
This can be cast in a single water location or throughout your demesne. The magics of these hard rains can wash away many elemental defenses, including levitation, water breathing, water walking, and some elemental damage resistance effects. The rains can strike personal enemies at any elevation. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Turtle==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST TURTLE</tt>
|-
|style="background:pink"|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. The dragon turtle has two unique inherent abilities:
 
WATERGLIDE - The dragon turtle can walk over water.
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BEAST ORDER BREATHE STEAM <target></tt>
|-
|style="background:pink"|Beast Mana: 500
|-
|}
This is a unique breath attack and does more damage than any other breath attack.
 
NOTE: If you lose the turtle skill, your turtle will not abandon you; however, it will lose its special beast abilities.
 
==Typhoon==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST TYPHOON [DEMESNE]</tt>
|-
|}
A raging storm will be summoned in your demesne, driving anyone flying painfully to the ground. It will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you. It will also block use of natural forest when cast.
 
==Currents==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST CURRENTS</tt>
|-
|}
Currents may only be invoked within your demesne. All enemies within your watery demesne will be pulled by currents. The further out from the center of the demesne, the greater frequency the currents will hinder your enemies.
 
==Jellies==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST JELLIES [DEMESNE]</tt>
|-
|}
This can be cast in a single water location or throughout your demesne. Tiny jellyfish will infest the waters, stinging your enemies and stunning them. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
 
==Bubble==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST BUBBLE <target></tt>
|-
|style="background:pink"|Power: 8 (Pool of Stars)
|-
|}
This can only be cast within your demesne. You may surround your target with an enormous bubble, which will bob around within your demesne and then pop. While in the bubble, the target may not perform any action. Aquamancers have been known to cast this spell on themselves for quick escapes in emergencies.
 
==Staff==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST STAFF</tt><br/>
<tt>POINT STAFF <target> [direction]</tt><br/>
<tt>WHIRL STAFF</tt><br/>
<tt>RAISE STAFF</tt><br/>
<tt>TWIRL STAFF</tt>
|-
|style="background:pink"|Power: 10 (Pool of Stars)<br/>
Damage Type: 50% Cold, 25% Blunt, 25% Asphyxiation (point staff)<br/>
Damage Type: 50% Cold, 25% Blunt, 25% Asphyxiation (point staff)<br/>
Damage Source: Magical<br/>
Can Target Denizens (in room only)
Damage Modifier: 15
|description = The ultimate weapon of the aquamancer is a staff created from the pure waters. By wielding the staff you may <tt>POINT STAFF</tt> at a target and shoot a blast of icy water at your target. With <tt>WHIRL STAFF</tt>, you can reveal anyone hiding in your location. The power cost will be significantly less if cast on the Elemental Plane of Water.
|-
<br>
|}
{{sub
The ultimate weapon of the aquamancer is a staff created from the pure waters. By wielding the staff you may <tt>POINT STAFF</tt> at a target and shoot a blast of icy water at your target. You can <tt>RAISE STAFF</tt> to surround yourself with a protective shield of water, which defends against extreme hot and cold. With <tt>WHIRL STAFF</tt>, you can reveal anyone hiding in your location. Finally, you can <tt>TWIRL STAFF</tt> which invigorates you, slightly increasing your health, mana and ego. The power cost will be significantly less if cast on the Elemental Plane of Water.
|syntax = TUNE STAFF <percent> COLD <percent> BLUNT <percent> ASPHYXIATION<br>
 
TUNE STAFF CLEAR
==Preserve==
|cost = Power: 1 (Pool of Stars)
 
}}  
{|
You may <tt>TUNE STAFF</tt> to choose what percentage of your damage is in the form of blunt, asphyxiation or cold damage. You may also <tt>TUNE STAFF CLEAR</tt> to return your staff to its original balance.                                          
|-
|notes = Percentages may range from 0-100 for each damage type, but must be
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>AQUACAST PRESERVE <target></tt>
|-
|style="background:pink"|Power:  2/4 (Pool of Stars)
|-
|}
This powerful attack attempts to freeze your target. If the target is not chilled already, it will cost 2 power to chill the target. If the target is chilled already, it will cost 4 power and freeze the target as well as do damage. If your foe is frozen already, it will cost 4 power and greatly damage your target. If your target is frozen and at or below half health already, he or she will die and the body will be preserved in this frozen state.
 
==Tuning==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>TUNE STAFF <percent> COLD <percent> BLUNT <percent> ASPHYXIATION<br/>
TUNE STAFF CLEAR</tt>
|-
|style="background:pink"|Power: 1 (Pool of Stars)
|-
|}
As your connection to the pure waters grow, so does your ability to control the staff you have fashioned from them. You may <tt>TUNE STAFF</tt> to choose what percentage of your damage is in the form of cold, blunt, or asphyxiation damage. You may also <tt>TUNE STAFF CLEAR</tt> to return your staff to its original balance.
 
NOTE: Percentages may range from 0-100 for each damage type, but must be multiples of 10 and sum to 100.


==Flashflood==
{{AB
|skillname = NeedleRain
|syntax = AQUACAST NEEDLERAIN [<target>{{!}}NODES{{!}}MELD]
|cost =   2 (Pool of Stars) (Single Target)<br/>
5 (Pool of Stars) (Nodes)<br/>
8 (Pool of Stars) (Meld)
|description = Summon forth a stinging rain, which will occasionally strip your enemies of waterwalking and waterbreathing or other defences.
}}


{|
{{AB
|-
|skillname = Flashflood
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = AQUACAST FLASHFLOOD
|-
|cost = Power: 5 (Pool of Stars)
| style="background:lightblue"|<tt>AQUACAST FLASHFLOOD</tt>
|description = Your demesne will surge with elemental winds, and become imbued with deluge, whirlpool, icefloe, fog, jellies, typhoon, dilute, bubble, and healspring.
|-
}}
|style="background:pink"|Power: 8 (Pool of Stars)
|-
|}
Your watery demesne will surge with elemental power and become imbued with: Stillwater, Needle Rain, Jellies, Typhoon, Tsunami, Deluge, Healspring, and Currents.


{|
{{AB
|-
|skillname = Preserve
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = AQUACAST PRESERVE
|-
|cost = Power: 5 (Pool of Stars)
| style="background:lightgreen"|Resets already-raised demesne effects to their full timer, aligning them to tick at the same time. Those not already raised will still be aligned but will last about a third to a quarter as long.
|description = 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.
|-
}}
|}


==Liquidform==
{{AB
|skillname = Maelstrom
|syntax = UNLEASH STAFF
|cost = Power: 10 (Pool of Stars)<br/>
Damage Type: 100% Cold
|description = 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.
<br>
Bonded melders will reduce how long this takes to cast.
}}


{|
[[Category:Class Skills]]
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>AQUACAST LIQUIDFORM</tt><br/>
<tt>ENGULF <target></tt>
|-
|style="background:pink"|Power: 10 (Pool of Stars)
|-
|}
By becoming one with the purity of water, you will heal your wounds and cure many ailments you may suffer from. You may only go into liquid form while in your demesne and may not leave your demesne while in liquid form. While in this watery form, you are impervious to attack, and your body and mind will become greatly healed. Further, you may <tt>ENGULF</tt> another and heal that person's health with the pure waters. Such is the power of this form, that you may not maintain it for long.
 
==Maelstrom==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>UNLEASH STAFF</tt>
|-
|style="background:pink"|Power: 10 (Pool of Stars)<br/>
Damage Type: 25% Electric, 25% Heat, 25% Asphyxiation, 25% Unblockable<br/>
Damage Source: None
|-
|}
The waters in your demesne will seethe and roil around your personal enemies in a powerful storm, boiling and blistering their flesh! You must wield your staff and be at full mana to invoke such a spectacle.

Latest revision as of 21:08, 11 April 2022

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.