Water Shaman: Difference between revisions
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| Elixir of a Rejuvenating Spirit | | 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 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. | || 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. | ||
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Revision as of 09:37, 8 August 2016
Description
Spirit Bonuses
Rank 1
Imbue Bonus | OR | Manifest |
---|---|---|
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. | Small Water Spirit |
Spells
Spell | Description |
---|---|
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
Imbue Bonus | OR | Manifest |
---|---|---|
Imbued item gains a +1 Enhancement bonus. This bonus improves to +2 at Rank 3, and +3 at Rank 5. | Medium Water Spirit |
Spells
Spell | Description |
---|---|
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
Imbue Bonus | OR | Manifest |
---|---|---|
Imbued item gains the Frost effect. | Large Water Spirit |
Spells
Spell | Description |
---|---|
XXXX | XXXX |
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. The elixir is only effective once per hour. Elixir loses its potency 24 hours after creation. 1 minute ritual, 4 Mana. |
Rank 4
Imbue Bonus | OR | Manifest |
---|---|---|
Frost bursts in a 2 yard radius applying the Frost effect. This effect may only occur once per round. | Huge Water Spirit |
Spells
Spell | Description |
---|---|
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. |
XXXX | XXXX |
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. The elixir is only effective once per hour. Elixir loses potency 24 hours after creation. 1 minute ritual, 3 mana. |
Rank 5
Imbue Bonus | OR | Manifest |
---|---|---|
Frost burst 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. | Greater Water Spirit |
Spells
Spell | Description |
---|---|
Tsunami | |
XXXX | XXXX |
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. |