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. |
Waterbourne | Master | 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. |
Influence | Gifted | Increase your sway over others in your demesne. |
Deluge | Gifted +25% | Soak a location with deep water. |
Center | Gifted +50% | Move to the centre of your demesne. |
Stillwater | Gifted +75% | Remove oxygen from the water. |
Whirlpool | Expert | Swirling currents draw people to you. |
Dissolve | Expert | Easily remove an aura of protection around another. |
Icefloe | Expert +25% | Coat the ground with slick ice. |
Travel | Expert +50% | Teleport yourself to anyone in your demesne. |
Healspring | Expert +75% | The soothing waters heal your body. |
NeedleRain | Virtuoso | Wash away some elemental defenses of your foes. |
Turtle | Virtuoso +20% | Summon a dragon turtle. |
Tsunami | Virtuoso +40% | Wash away your enemies with towering waves. |
Currents | Virtuoso +60% | Swift currents carry people away. |
Typhoon | Virtuoso +80% | Knock down your enemies with massive storms. |
Jellies | Fabled | Summon poisonous jellyfish into your waters. |
Sweetfount | Fabled +50% | The sweet waters heal your ailments. |
Bubble | Fabled +75% | Escape combat within a massive bubble. |
Staff | Mythical | Summon your elemental staff. |
Preserve | Mythical +25% | Freeze your enemies, preserving their corpse for all time. |
Flashflood | Mythical +50% | Cast the powers of the waters in one spell. |
Liquidform | Mythical +75% | Morph your body into pure liquid. |
Maelstrom | Transcendent | Unleash the full power of elemental water. |
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 |
Damage Type: 50% blunt, 50% cold 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
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 meld in that location.
Meld
Syntax: |
AQUACAST MELD AQUACAST SENSE |
The primary power of aquamancy is to build your own watery demesne. By creating a MELD between the water in a location and yourself, you thus build your demesne. Each new MELD must be adjacent to another. While in your demesne, you can SENSE who is trodding your waters and WATCH who enters and leaves. To check on its status, DEMESNE will show you where its center is, and what powers are curently active and how long they will last. DEMESNE CENTER will change the center of your demense to the current room. You can DISSOLVE your demesne at any time.
Influence
Within your own demesne, you will find your ability of influence to be more effective.
Deluge
Syntax: |
AQUACAST DELUGE [DEMESNE] |
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.
Center
Syntax: |
AQUACAST CENTER |
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.
Stillwater
Syntax: |
AQUACAST STILLWATER [DEMESNE] |
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.
Additional Notes: |
Stillwater bypasses normal drowning protection. |
Whirlpool
Syntax: |
AQUACAST WHIRLPOOL |
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
Syntax: |
DISSOLVE <target> |
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
Syntax: |
AQUACAST ICEFLOE [DEMESNE] |
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
Syntax: |
AQUACAST TRAVEL <target> |
Power: 3 (Pool of Stars) |
You can travel to a target if both of you are in your demesne.
Healspring
Syntax: |
AQUACAST HEALSPRING [DEMESNE] |
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.
NeedleRain
Syntax: |
AQUACAST NEEDLERAIN [DEMESNE] |
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
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. The dragon turtle has two unique inherent abilities:
WATERGLIDE - The dragon turtle can walk over water.
Syntax: |
BEAST ORDER BREATHE STEAM <target> |
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.
Tsunami
Syntax: |
AQUACAST TSUNAMI |
Damage Type: 100% Blunt (when slammed into trees) or 100% Asphyxiation (when drowned) Damage Source: Magical |
Powerful waves will course through your demesne, drowning your enemies and knocking them off their feet. If they try to take refuge in trees, they will be knocked out of the branches and forcibly crushed by the waters. 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.
Currents
Syntax: |
AQUACAST CURRENTS |
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.
Typhoon
Syntax: |
AQUACAST TYPHOON [DEMESNE] |
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.
Jellies
Syntax: |
AQUACAST JELLIES [DEMESNE] |
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.
Sweetfount
Syntax: |
AQUACAST SWEETFOUNT [DEMESNE] |
Power: 3 (Pool of Stars) |
This can be cast in a single water location or throughout your demesne. Curing waters will bathe you and your allies for a brief period, washing away your afflictions. 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
Syntax: |
AQUACAST BUBBLE <target> |
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
Syntax: |
AQUACAST STAFF POINT STAFF <target> [direction] |
Power: 10 (Pool of Stars) Damage Type: 50% Cold, 25% Blunt, 25% Asphyxiation (point staff) |
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. You can RAISE STAFF to surround yourself with a protective shield of water, which defends against extreme hot and cold. With WHIRL STAFF, you can reveal anyone hiding in your location. Finally, you can TWIRL STAFF 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.
Preserve
Syntax: |
AQUACAST PRESERVE <target> |
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.
Flashflood
Syntax: |
AQUACAST FLASHFLOOD |
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.
Additional Notes: |
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. |
Liquidform
Syntax: |
AQUACAST LIQUIDFORM ENGULF <target> |
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 ENGULF 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
Syntax: |
UNLEASH STAFF |
Power: 10 (Pool of Stars) Damage Type: 25% Electric, 25% Heat, 25% Asphyxiation, 25% Unblockable |
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.