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School Of Water EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 School Of Water

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SgtSarros
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Posts : 582
Join date : 2017-09-20
Age : 45
Location : Near the north pole

School Of Water Empty
PostSubject: School Of Water   School Of Water EmptyThu Nov 16, 2017 11:46 am

GuildMaster: Yemaya

School Of Water Yemaya10


Assistant GuildMasterr: Elaver Riverking

School Of Water Elaver10_800x600


Assistant GuildMaster: Tia Sorana





First Circle

Aquatic Communication
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to aquatic creatures such as dolphins, sharks, octopi and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.


Breathe Water
Cost: 5MP
Uses: N/A
Description: Allows one person to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )


Create Water
Cost: 5MP
Uses: N/A
Description: Allows the creation of drinkable water, enough to six people to have enough drinkable water for a day. You need a container to hold the water.


Shaping Water
Cost: 5MP
Uses: Psyche
Description: The caster can shape and mold water into various shapes. The higher the level the more complex shapes can be created and held. Large enough shapes may require more MP at GM discretion.


Water Wash
Cost: 5MP
Uses: Psyche
Description: Cleanses the target of alterations to their looks, including normal dirt and mud, but also minor illusion spells and items that alter appearances ( like magic paint ).




Second Circle

Purity Water
Cost: 10 MP
Uses: Psyche ( if requested by GM )
Prerequisite: Create Water
Description: Makes polluted water clean, or removes salt from water removed from the ocean. Makes enough drinkable water for 1/2 psyche people to drink for one day, times the maximum circle known by the caster


Tow
Cost: 10MP
Uses: N/A
Description: Allows for someone to pull someone along in the water beside the caster. Useful for characters that cannot swim. This is for people swimming nearby, not for those physically holding the caster. Caster must stay within 50 feet ( 2 area ) of the towed person or the spell breaks. Lasts for 10 minutes. Towing limits are as follows:
Circle 2: 1 person, Good speed OR the swimming speed of the caster, whichever is lower
Circle 3: Increases to 1/2 psyche minutes
Circle 4: Excellent speed or swimming speed of the caster, whichever is lower
Circle 5: 2 people at 1/2 psyche minutes. or 1 person for psyche minutes
Circle 6: Remarkable speed swimming speed of the caster, whichever is lower



Water Stream
Cost: 10MP
Uses: Psyche
Description: Fires a continual stream of water that can be used to put out fires such as a house fire. Depending on the size of the fire the GM may ask for more then one roll of this to be needed.


Water Whip
Cost: 10MP
Uses: Psyche
Description: The caster creates a thin stream of water that can be flicked out towards opponents like a whip. Can also be used to trip enemies. Damage is equal to 1/2 the caster's Psyche if used to attack. Opponent rolls Agility. Can also be used to show off and do tricks, like curling around items to reach them. Has a maximum range of one area away ( movable melee range ) until the caster is level 5 or above, then has a maximum range of 2 areas away.
Special Considerations:
1.This spell does Blunt Water damage. It applies as Blunt damage, not magic damage, when it comes to armor protection. It also does the normal +1CS to those of Fire 3 and higher, and -1 CS to those of Water 3 and higher.




Third Circle

Alter Current
Cost: 15MP
Uses: Psyche
Description: Changes the direction of a current in the area for a short time to aid or hinder a group or a small ship. Modifies swimming speed by 1CS on a green or higher. This does not affect any boat lager then a yacht.


Breathe Water, Mass
Cost: 15MP
Uses: NA
Prerequisite: Breathe Water
Description: Allows up to four people to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )


Water Surf
Cost: 15MP
Uses: Psyche
Description: Can use this ability to walk or surf on the water, though direct skin contact is usually advised. Movement is their normal running speed or Good, whichever is lower. Can take an additional person or persons with them up to a weight of Psyche X 10 ( Excellent psyche can take up to 200 pounds, Remarkable 300, etc ). Lasts for 1/2 Psyche minutes. If the caster is Circle 5 or above, no roll is needed.




Fourth Circle

Geyser
Cost: 20MP
Uses: Psyche
Prerequisite: Water Stream
Description: Finding underground water sources, the caster causes streams of water to shoot up from the under under up to 3 targets. Opponents roll agility to get out of the way. Failure results in psyche damage and knockdown.


Merfolk's Blessing
Cost: 20MP
Uses: Psyche
Description: Allows the transformation of one person per cast into a merfolk. Grants communication with aquatic animals, water breathing, +1CS swimming, and underwater combat. Lasts for 4 hours on a white, 8 hours on a green, 24 hours on a yellow, and +3d6 hours on a red. Spell will automatically end if the target attempts to leave water and come onto land.


Wave
Cost: 20MP
Uses: Psyche
Requires: Alter Current
Description: This spell raises the body of water up into a wave form, before pushing it towards the desired direction. It can be used to sweep away opponents, put out fires, or as a faster form of transport for boats or people. Opponents roll Endurance to hold their ground against the wave of water. Does 1/2 Psyche damage ( Plus Knockdown on a yellow or higher ) to up to five targets if the spell is used on the shore.
Special Considerations:
1. If used to attack targets on a boat, ALL applicable targets on both sides roll. A botch means the person also falls overboard.
2. For transport of boats, this spell gives +1CS to the speed of a boat up to the size of a large military cutter.


Whirlpool
Cost: 20MP
Uses: None unless countered, then Psyche
Description: Creates a water tunnel between two locations, allowing the caster, and anyone holding a hand of theirs ( maximum two additional people ) to travel across. Destination must be on the same world and a place they have physically been to before. The depth of the water must be at least twice that of the tallest person going across for this to work ( you cannot whirlpool into a fountain or creek, for example ).



Fifth Circle

Elemental Armour - Water
Cost: 30MP
Uses: Psyche
Description: Surrounds the caster in their element, in this case, water. Can block attacks like standard armor, but will eventually absorb enough damage to dissipate. Protects up to the casters Psyche in damage, once this amount of damage has been taken, the armor dissipates. Target is self, can't be used on others, only the caster. Can't be re-formed again within 5 rounds, as it is a large strain on the caster.
Special Considerations:
1. This armor protects the user from water attacks. All water attacks do -1CS damage, and the Water/watera/wateraga beginner spells are ineffective.
2. The armor takes additional +1CS damage from fire ( as it causes it to turn into steam).


Elemental Pet
Cost: 25MP, plus 5MP/round
Uses: Psyche
Description: Causes a water elemental to assist the caster. On it's turn ( It always has an init of 1 less then the caster ) it mayattack one target of the caster's choosing.
Special Conditions:
1. On a white roll, the elemental has 40hp with good fighting and agility. It can cast the water spell on targets for good damage. On a green roll this increases to 60hp with excellent fighting and agility, and the watera spell does excellent damage. On a yellow, it has 80hp, and the wateraga spell does remarkable damage. On a red it gains an additional 3d6hp. On a 100 it gains 5d10hp instead and the wateraga spell does incredible damage.
2. Having a body of water, it takes -1CS damage from all physical attacks unless the weapon has a magical enchantment to it, then it takes normal damage. It takes +1CS to magic and an additional +1CS to lightning magic.
School Of Water Water_10


Healing Shower
Cost: 30 MP
Uses: Psyche
Prerequisite: Purify Water
Description: Uses the power of water to clean wounds and heal. Does either Psyche healing to one person, or 1/4 psyche to entire party. Unaffected by color rolled, but a green is required to work. Must be near water for this spell to work..



Sixth Circle

Merfolk's Blessing, Mass
Cost: 50MP
Uses: Psyche
Description: Allows the transformation of three people per cast into a merfolk. Grants communication with aquatic animals, water breathing, +1CS swimming, and underwater combat. Lasts for 4 hours on a white, 8 hours on a green, 24 hours on a yellow, and +3d6 hours on a red. Spell will automatically end if the target attempts to leave water and come onto land.


Summon Mermaid
Cost: 30MP
Uses: Psyche
Description: Summons a magical spirit in the form of a mermaid. It can be used for many uses, including but not limited to searching the ocean for items or treasure, or rescuing a man who has fallen overboard. It can swim at remarkable speeds, Excellent if taking something with her. The mermaid has 120MP, losing 1MP per minute that it is summoned. The mermaid is immune to all water magic, but takes double damage from fire magic. If the mermaid is removed from water for any reason, it's MP loss doubles. The mermaid will only be able to speak to the caster, and will only take orders from the caster.
School Of Water Mermai10_800x600



Tsunami
Cost: 50MP
Uses: Psyche
Description: Sends a giant wave of water across the battlefield, striking up to 10 targets for psyche damage. Shields protecting people will take an additional hit for every person inside they are protecting. NOTE: This spell -can- hit allies as well if they are in the way!


Water Prison
Cost: 30MP + 5MP/round
Uses: Psyche
Description: Attempts to trap the target in a giant bubble of water. Target rolls agility to avoid. If caught they are in a status similar to Freeze in the fact that they cannot move or act until freed.
Special Considerations:
1. If captured by the bubble target, rolls endurance.  The target has enough air to last them as many rounds as their endurance rank ( Feeble = 1 round, Poor = 2 rounds, Typical = 3, and so forth ), a yellow or higher endurance roll doubles the duration they can stay inside. A round is typically considered to be 10 - 15 seconds.
2. The caster while maintaining this prison cannot attack, defend, or use magic, though they can use potions. All attacks towards them automatically hit unless someone is guarding them. Any attacks that do 10 or more damage the caster must roll psyche to maintain the spell. A green roll is a pass unless the attack does at least 25% damage to the caster or is a critical hit, then a yellow is required. If the caster loses consciousness, the spell dissipates.
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