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Your effects gain the following upgrades: | Your effects gain the following upgrades: | ||
Damage: Any creature that takes damage from your | Damage: Any creature that takes damage from your attacks must make a contested Fortitude check or become soaked. Soaked creatures have their movement speed reduced by half for X turns. | ||
Control: You may control magical water effects created by spells of equal or lower level to this spell. This includes breaking free of water-based traps or countering enemy spells. | Control: You may control magical water effects created by spells of equal or lower level to this spell. This includes breaking free of water-based traps or countering enemy spells. | ||
Shaping: You may freeze the water you shape, causing it to harden temporarily. Frozen constructs last T(+2) rounds, and frozen objects or surfaces become slippery, making movement more difficult for creatures in the area. | Shaping: You may freeze the water you shape, causing it to harden temporarily. Frozen constructs last T(+2) rounds, and frozen objects or surfaces become slippery, making movement more difficult for creatures in the area. | ||
You gain the ability to create more elaborate shapes and can make flowing, animated structures like waterfalls, currents, or whirlpools. | |||
====At 3rd level==== | |||
At 3rd level | |||
Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you. | Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you. | ||
Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range. | Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range. | ||
At 4th level | |||
====At 4th level==== | |||
Your effects gain the following upgrades: | Your effects gain the following upgrades: | ||
Damage: | Damage: Any target that fails the contested Fortitude check is knocked back X meters. If a target is pinned against a wall or an other object, you can maintain the pressure. On subsequent turns, as a Major Action, you can maintain the spell to keep the targets restrained. At the end of each turn, the target may repeat a contested Fortitude check. | ||
Control: You can channel water from any source within range, even if it's underground or distant, causing it to flood or fill a designated area. | Control: You can channel water from any source within range, even if it's underground or distant, causing it to flood or fill a designated area. | ||
Shaping: You gain the ability to sculpt large, intricate structures of water, such as large bridges, stairways, or even temporary fortifications made of solidified water. | Shaping: You gain the ability to sculpt large, intricate structures of water, such as large bridges, stairways, or even temporary fortifications made of solidified water. | ||
At 5th level | |||
====At 5th level==== | |||
Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range. | Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range. | ||
Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of water in a shape of your choice within range. | Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of water in a shape of your choice within range. | ||
At 7th level | ====At 6th level==== | ||
Any effect originating from you may instead originate from any significant body of water within range. Additionally, your water-based constructs or effects can now persist even after the spell ends for T+4, as long as they remain connected to a natural water source. | |||
====At 7th level==== | |||
Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target. | Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target. | ||
Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range. | Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range. | ||
At 8th level | |||
====At 8th level==== | |||
Your effects gain the following advanced upgrades: | Your effects gain the following advanced upgrades: | ||
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Control: The water you manipulate remains indefinitely until physically altered or disrupted. You may also direct water to move or flow even more rapidly, increasing the force of floods or streams. | Control: The water you manipulate remains indefinitely until physically altered or disrupted. You may also direct water to move or flow even more rapidly, increasing the force of floods or streams. | ||
Shaping: You may now form incredibly detailed water constructs that can become solid for a short duration, allowing them to act as makeshift weapons or traps. These constructs can interact with their environment and creatures for T turns before reverting to liquid. | Shaping: You may now form incredibly detailed water constructs that can become solid for a short duration, allowing them to act as makeshift weapons or traps. These constructs can interact with their environment and creatures for T turns before reverting to liquid. | ||
At 9th level | |||
====At 9th level==== | |||
Control Water gains a special area-of-effect modifier unique to the spell: | Control Water gains a special area-of-effect modifier unique to the spell: | ||
Tsunami Cast: You can combine up to two area-of-effect modifiers, applying them simultaneously to any damage or control effect. Additionally, the water created or controlled by this effect becomes part of a massive, destructive tidal wave, dealing Xd8 bludgeoning or slashing damage to everything in its path and sweeping creatures or objects in its wake for X meters in a chosen direction. | Tsunami Cast: You can combine up to two area-of-effect modifiers, applying them simultaneously to any damage or control effect. Additionally, the water created or controlled by this effect becomes part of a massive, destructive tidal wave, dealing Xd8 bludgeoning or slashing damage to everything in its path and sweeping creatures or objects in its wake for X meters in a chosen direction. | ||
=====Control===== | |||
You can also freeze or thaw magical ice or create barriers to block spells of a level equal to or lower. | |||
=====Shaping===== | |||
You can also turn water into a mist, obscuring vision within the area. | |||
Solid Water Constructs: You can shape water into semi-solid forms like barriers, bridges, or tools. These constructs are temporary but can block movement, serve as cover, or be used interactively. | |||
Water Sculptures: You can mold water into detailed shapes, such as a replica of a creature, object, or location. The water forms move and hold their shape, creating an animated scene. | |||
Buoyancy: You alter the buoyancy of any object or creature, allowing something to float or sink in water more easily. | |||
* '''Water Sculpture:''' You can shape water into simple forms, creating shapes, sculptures, or even temporary bridges or pathways. | |||
Solidification: You cause water to solidify, allowing it to support weight and act as a temporary platform, bridge, or wall. |
Revision as of 21:17, 15 September 2024
Cantrip | |
Theme(s) | Arcane Divine Occult Primal
|
Domain(s) |
Water
|
Casting Time | Standard Action (3 AP) |
Range | 6X meters |
Component(s) | V, S |
Duration | Instantaneous |
Effect
You create one of the following effects:
Damage
- Water Whip: You can create or draw water from nearby sources within range to attack. You create a watery whip within range and make a melee spell attack against a target. On a hit, the target either takes Xd6 bludgeoning damage and must succeed on a contested Fortitude check or be pushed up to X meters away from you, or the target takes Xd10 slashing damage, as the water lashes out with force or cuts with a sharp edge.
- Area Damage: If at higher levels you deal damage in an area or to multiple targets, you make a separate attack against each creature.
Control
You exert control over existing water or create water within a 1-meter-cube within range.
- Create Water: You conjure up to X liters of water in an open container, or you cause rain to fall in a small, localized area. The water appears instantly and can be used for drinking or dousing fires.
- Freeze or Thaw: You can freeze or thaw a 1-meter-cube of water within range, turning it into ice or liquid, respectively.
- Disperse Water: You can evaporate or disperse water, removing it from the area. This can also be used to dehydrate surfaces or thin out water-based effects.
- Purify Water: You cleanse contaminated water, removing dirt and impurities and making it safe to drink or use.
Shaping
You change the properties of water within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a Minor Action. Each effect lasts T(+2).
Any shaping effects that can hold weight is determined by the following table.
Spell Level | Weight Capacity |
---|---|
0 (Cantrip) | 1 kg |
1st | 2 kg |
2nd | 5 kg |
3rd | 20 kg |
4th | 80 kg |
5th | 400 kg |
6th | 3 ton |
7th | 30 ton |
8th | 450 ton |
9th | 10000 ton |
- Water Sculpting: You bend the water into simple shapes—like figures, waves, or animals—capable of moving or animating as you wish.
- Change Temperature: You can heat or chill water, making it boiling hot or freezing cold.
- Water Artistry: You can alter the color and appearance of water, making it appear clear, murky, or completely opaque, allowing you to obscure vision or create visual displays and illusions within the water.
- Redirect Flow: You can alter the course of a body of water, such as a river or stream, within the spell's range. You can make it flow in a different direction or create a temporary dam or channel.
At higher levels
When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect.
At 1st level
- Cone. Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
- Emanation. Your chosen effect instead affects the area X-meter-radius around you.
At 2nd level
Your effects gain the following upgrades:
Damage: Any creature that takes damage from your attacks must make a contested Fortitude check or become soaked. Soaked creatures have their movement speed reduced by half for X turns. Control: You may control magical water effects created by spells of equal or lower level to this spell. This includes breaking free of water-based traps or countering enemy spells. Shaping: You may freeze the water you shape, causing it to harden temporarily. Frozen constructs last T(+2) rounds, and frozen objects or surfaces become slippery, making movement more difficult for creatures in the area.
You gain the ability to create more elaborate shapes and can make flowing, animated structures like waterfalls, currents, or whirlpools.
At 3rd level
Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you. Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
At 4th level
Your effects gain the following upgrades:
Damage: Any target that fails the contested Fortitude check is knocked back X meters. If a target is pinned against a wall or an other object, you can maintain the pressure. On subsequent turns, as a Major Action, you can maintain the spell to keep the targets restrained. At the end of each turn, the target may repeat a contested Fortitude check. Control: You can channel water from any source within range, even if it's underground or distant, causing it to flood or fill a designated area. Shaping: You gain the ability to sculpt large, intricate structures of water, such as large bridges, stairways, or even temporary fortifications made of solidified water.
At 5th level
Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range. Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of water in a shape of your choice within range.
At 6th level
Any effect originating from you may instead originate from any significant body of water within range. Additionally, your water-based constructs or effects can now persist even after the spell ends for T+4, as long as they remain connected to a natural water source.
At 7th level
Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target. Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
At 8th level
Your effects gain the following advanced upgrades:
Damage: Any creature that is soaked or knocked prone by your spell's effects must make a contested Reflex check or begin drowning, taking Xd4 suffocation damage at the end of each turn until they recover. Control: The water you manipulate remains indefinitely until physically altered or disrupted. You may also direct water to move or flow even more rapidly, increasing the force of floods or streams. Shaping: You may now form incredibly detailed water constructs that can become solid for a short duration, allowing them to act as makeshift weapons or traps. These constructs can interact with their environment and creatures for T turns before reverting to liquid.
At 9th level
Control Water gains a special area-of-effect modifier unique to the spell:
Tsunami Cast: You can combine up to two area-of-effect modifiers, applying them simultaneously to any damage or control effect. Additionally, the water created or controlled by this effect becomes part of a massive, destructive tidal wave, dealing Xd8 bludgeoning or slashing damage to everything in its path and sweeping creatures or objects in its wake for X meters in a chosen direction.
Control
You can also freeze or thaw magical ice or create barriers to block spells of a level equal to or lower.
Shaping
You can also turn water into a mist, obscuring vision within the area.
Solid Water Constructs: You can shape water into semi-solid forms like barriers, bridges, or tools. These constructs are temporary but can block movement, serve as cover, or be used interactively. Water Sculptures: You can mold water into detailed shapes, such as a replica of a creature, object, or location. The water forms move and hold their shape, creating an animated scene. Buoyancy: You alter the buoyancy of any object or creature, allowing something to float or sink in water more easily.
- Water Sculpture: You can shape water into simple forms, creating shapes, sculptures, or even temporary bridges or pathways.
Solidification: You cause water to solidify, allowing it to support weight and act as a temporary platform, bridge, or wall.