Water Shaman: Difference between revisions
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=Description= | =Description= | ||
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| [[File:Water-shaman.jpg|250px]] | |||
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=Spirit | Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes. As such, shaman who bind such creatures vary wildly as well. | ||
=Spirit Spells= | |||
==Rank 1== | ==Rank 1== | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
! Spell | ! Spell | ||
! Description | ! Description | ||
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| '''Imbue Power''' | |||
|| At will the Imbued item glows brightly shedding light as a torch. 1/day as a free action the imbued item can gain the Frost effect for 1 round. | |||
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| [[Breathe Water]] | | [[Breathe Water]] | ||
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==Rank 2== | ==Rank 2== | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
! Spell | ! Spell | ||
! Description | ! Description | ||
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| '''Imbue Power''' | |||
|| Imbued item gains a +1 Enhancement bonus. This bonus improves to +2 at Rank 3, and +3 at Rank 5. | |||
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| [[Water Adaptation]] | | [[Water Adaptation]] | ||
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==Rank 3== | ==Rank 3== | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
! Spell | ! Spell | ||
! Description | ! Description | ||
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| | | '''Imbue Power''' | ||
|| | || Imbued item applies the [[Condition#Frost|Frost]] condition. | ||
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| Frost Aura | | Frost Aura | ||
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==Rank 4== | ==Rank 4== | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
! Spell | ! Spell | ||
! Description | ! Description | ||
|- | |||
| '''Imbue Power''' | |||
|| The imbued item gains the Frost Burst effect.<br> | |||
* Imbue Armor: If the wearer receives damage from a melee attack, even if that damage is negated by Ward, a burst of frost applies the [[Condition#Frost|Frost]] condition to all targets within a 2 yard radius of the wearer<br> | |||
* Imbue Weapon: If the wielder successfully lands an attack, even if that damage is negated by Ward, a burst of frost applies the [[Condition#Frost|Frost]] condition to all targets within a 2 yard radius of the target.<br> | |||
This effect may only occur once per round. | |||
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| [[Hold back the River]] | | [[Hold back the River]] | ||
|| Ritual that compels river water spirits to dam up the river across a Rank x 10 yard gap, rank x10 yards high. If this is bounded by objects or terrain to complete a dam, water will pile behind it and begin filling like a reservoir, eventually cresting when appropriate. If this is not bounded to create a dam, the river may be redirected or overflow spillage to the sides well outside it's normal banks. A dam created in this fashion can support the weight of all of the water it is holding back, but is not otherwise an obstacle other than would normally be created by an air to water transition. | || Ritual that compels river water spirits to dam up the river across a Rank x 10 yard gap, rank x10 yards high. If this is bounded by objects or terrain to complete a dam, water will pile behind it and begin filling like a reservoir, eventually cresting when appropriate. If this is not bounded to create a dam, the river may be redirected or overflow spillage to the sides well outside it's normal banks. A dam created in this fashion can support the weight of all of the water it is holding back, but is not otherwise an obstacle other than would normally be created by an air to water transition. | ||
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| Elixir of a Quickening Spirit | | Elixir of a Quickening Spirit | ||
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==Rank 5== | ==Rank 5== | ||
{| class="tdgrey1" | {| class="tdgrey1" | ||
! Spell | ! Spell | ||
! Description | ! Description | ||
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| '''Imbue Power''' | |||
|| When the Frost Burst effect is triggered, it deals Rank damage in addition to the Frost effect. This damage is affected by magic defense, but may not be reduced below 1 die. This burst does not hit the primary target. This effect may only occur once per round. | |||
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| Elixir of a Heroic Spirit | | Elixir of a Heroic Spirit | ||
|| Infuse a flask of pure water with a water spirit to provide heroism properties. Provides one dose, granting +Rank divine and +1 Story Dice (+6 dice) bonus on their next action and allowing them to ignore all wound or fatigue penalties for the remainder of the encounter. The elixir is only effective once per hour. Elixir loses potency 24 hours after creation. 1 minute ritual, 4 Mana. | || Infuse a flask of pure water with a water spirit to provide heroism properties. Provides one dose, granting +Rank divine and +1 Story Dice (+6 dice) bonus on their next action and allowing them to ignore all wound or fatigue penalties for the remainder of the encounter. The elixir is only effective once per hour. Elixir loses potency 24 hours after creation. 1 minute ritual, 4 Mana. | ||
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Revision as of 23:55, 21 February 2018
Description
Water spirits are among the most diverse spirits in Lorithandar ranging from happy nymphs inhabiting a peaceful brook to cruel and deadly ice spirits of the Northern Wastes. As such, shaman who bind such creatures vary wildly as well.
Spirit Spells
Rank 1
Spell | Description |
---|---|
Imbue Power | At will the Imbued item glows brightly shedding light as a torch. 1/day as a free action the imbued item can gain the Frost effect for 1 round. |
Breathe Water | Caster allows a single creature to breathe water for a 1 hour duration. This requires no mana, but needs a 1 minute ritual to prepare. |
Freeze Liquid | Turn liquids into ice that will thaw naturally. |
Purity | Remove any contaminants from a contained water source to render it clean drinking water. This includes poisons, diseases, excess minerals, earthy substances, etc... This also prepares water for use in elixir creation. |
Rank 2
Spell | Description |
---|---|
Imbue Power | Imbued item gains a +1 Enhancement bonus. This bonus improves to +2 at Rank 3, and +3 at Rank 5. |
Water Adaptation | For the duration of the spell the caster may move at 2x his normal speed while underwater, and suffers no check penalties for armor or weapons. |
Winter Freeze | Freezes liquid water in radius around caster, extending vertically rank+1 inches higher and lower than the caster's body. The flat upper and lower limits creates a smooth surface of ice to walk on if the caster walks from land onto water, even on flowing rivers or tossing surf. Weight able to support is directly related to thickness of the ice. Ice melts naturally after rank rounds once it leaves the area of effect. The ice is slippery making travel across it cost an additional +1 speed for each yard traveled, however while this spell is active the caster is immune to movement penalties from snow or ice. |
Elixir of a Rejuvenating Spirit | Infuse a flask of pure water with a water spirit to provide rejuvenating properties. Provides Rank doses, each dose heals 1 lethal damage. One dose of the elixir is effective on a target once per hour. Additional doses consumed by the same target in the same hour are wasted. Elixir loses its potency 24 hours after creation. 1 minute ritual, 3 mana. Quaffing a dose of the elixir is a Free Action if it's held in a free hand, and a Standard/Move action if the potion needs to be drawn, however the Quick Draw benefit reduces that to Fast Action. |
Rank 3
Spell | Description |
---|---|
Imbue Power | Imbued item applies the Frost condition. |
Frost Aura | Surrounds the caster with frozen air. |
Elixir of a Healing Spirit | Infuse a flask of pure water with a water spirit to provide healing properties. Provides Rank doses, each dose healing 2 lethal damage. One dose of the elixir is effective on a target once per hour. Additional doses consumed by the same target in the same hour are wasted. Elixir loses its potency 24 hours after creation. 1 minute ritual, 4 Mana. Quaffing a dose of the elixir is a Free Action if it's held in a free hand, and a Standard/Move action if the potion needs to be drawn, however the Quick Draw benefit reduces that to Fast Action. |
Rank 4
Spell | Description |
---|---|
Imbue Power | The imbued item gains the Frost Burst effect.
This effect may only occur once per round. |
Hold back the River | Ritual that compels river water spirits to dam up the river across a Rank x 10 yard gap, rank x10 yards high. If this is bounded by objects or terrain to complete a dam, water will pile behind it and begin filling like a reservoir, eventually cresting when appropriate. If this is not bounded to create a dam, the river may be redirected or overflow spillage to the sides well outside it's normal banks. A dam created in this fashion can support the weight of all of the water it is holding back, but is not otherwise an obstacle other than would normally be created by an air to water transition. |
Elixir of a Quickening Spirit | Infuse a flask of pure water with a water spirit to provide haste properties. Provides one dose, granting +Rank speed, +Rank initiative for Rank rounds. Additional doses consumed by the same target in the same hour are wasted. Elixir loses its potency 24 hours after creation. 1 minute ritual, 3 Mana. Quaffing a dose of the elixir is a Free Action if it's held in a free hand, and a Standard/Move action if the potion needs to be drawn, however the Quick Draw benefit reduces that to Fast Action. |
Rank 5
Spell | Description |
---|---|
Imbue Power | When the Frost Burst effect is triggered, it deals Rank damage in addition to the Frost effect. This damage is affected by magic defense, but may not be reduced below 1 die. This burst does not hit the primary target. This effect may only occur once per round. |
Tsunami | |
Elixir of a Heroic Spirit | Infuse a flask of pure water with a water spirit to provide heroism properties. Provides one dose, granting +Rank divine and +1 Story Dice (+6 dice) bonus on their next action and allowing them to ignore all wound or fatigue penalties for the remainder of the encounter. The elixir is only effective once per hour. Elixir loses potency 24 hours after creation. 1 minute ritual, 4 Mana. |