Post by Traumatizer on Mar 20, 2014 1:54:34 GMT -5
Water Magic [RACIAL, EXCLUSIVE OF ANY OTHER RACE]
Benefit: Water magic allows the caster to manipulate and control water for various affects both offensive and defensive. You gain +2 to Dexterity, Constitution and Charisma, can breath under water, one Water Magic feat at first level and another one every third level here after.
Water Body [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as an immediate action for 100 MP you can turn your body into nothing but water with this spells affect applying to your worn items as well. This Spell lasts for your CON mod in rounds before you need to recast it. Whilst your body is made of water you are immune to physical attacks.
Water Bubble [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and it allows you to grant the ability to breath whilst underwater up to your charisma mod of allies for your constitution mod in minutes.
Water Slicer [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP and generates your charisma modifier in scythes and launches them at your intended target/s. Each scythe deals 2d4 BW physical damage and goes up in BW using your ranged attack skill and uses your ranged attack skill to hit.
Water Cane [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a swift action for 60 MP and turns your hand into a whip made of water that has an attack range equal to your level in squares. Water Cane deals 1d6 BW and goes up in BW using your unarmed attack skill and lasts for your CON mod in rounds or until dismissed as a free action.
Water Dome [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and lasts for your CON mod in minutes. Water Dome creates a dome of water that can camouflage it self with the ocean. This dome can hold up to your charisma mod in allies within a 30ft radius, travels on your turn using your movement action at 60ft and allows your allies to breath whilst in your Water Dome
Water Jigsaw [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP and generates your charisma mod in blasts of water that strike your opponent/s with a surprising amount of force. Water Jigsaws blasts of water deal 1d6 damage per level and requires a ranged touch attack roll that can not crit using your ranged attack skill.
Water Lock [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and traps your opponent in a sphere of water. Water Lock lasts for as long as you concentrate on the spell, you can only have one Water Lock active at a time.
Water Nebular [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and generates a 30ft wide torrent of water that blasts 60ft into the air. Water Nebular deals 1d6 damage per level with a charisma based reflex save for half damage, and should they fail their save they are launched 60ft into the air.
Water Force [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 100 MP and generates a concentrated blast of water that propels your opponent back with incredible force. This spell deals 1d6 damage per level and requires a ranged attack roll that can not crit and sends the target your level in squares backwards should they fail a strength check with a DC to the damage dealt.
Water Punch [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 80 MP and generates a concentrated amount of water around your fist that when you strike with it there is enough force to propel your target backwards. This spell adds 1d6 per level to your unarmed strike and has you make an unarmed attack against one enemy. Should you hit with this spell the target must make a strength check with a DC equal to the damage you dealt or be thrown back your level in squares.
Water Kick [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 60 MP. This spell adds 1d6 damage per level to your unarmed attack and has you make an unarmed attack against one enemy.
Sierra [WATER MAGIC, MAGICAL]
Prerequisites: Water Magic, Water Body
Benefit: This spell is cast as a standard action that costs 100 MP and can only be used whilst using Water Body. When you cast Sierra you make a charge touch unarmed attack with the pounce quality and add half your level in d6's to each unarmed attack.
Water Cyclone
Benefit: This spell is cast as a standard action that costs 100 MP. Water Cyclone is a 60ft line attack that deals 1d6 damage per level with a charisma based reflex save for half damage.
Water Beam [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 100 MP. Water Beam is a short ranged ray attack that deals 1d6 damage per level.
Double Wave [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. Double wave creates two 30ft cone attacks that must have both large ends of the cones connect. Each cone deals three quarters of your level in d6's with a charisma based reflex save for half damage per cone, also should anyone be hit by both cones for full damage they are stunned for one round should they fail a charisma based fortitude save.
Whirlpool [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. This spell functions the same as Water Force except the damage is 1d8 per level.
Wings of Love [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 150 MP. This spell functions the same as Water Cyclone except it deals 1d8 damage per level and should they fail the reflex save they are pushed back your level in squares if they fail a strength check with a DC equal to the damage they took.
Water Rush [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 120 MP. This spell has you charge 30ft past your target who must be within your movements reach and make a full attack against them and deal an extra 1d8 damage per two levels on each attack.
Benefit: Water magic allows the caster to manipulate and control water for various affects both offensive and defensive. You gain +2 to Dexterity, Constitution and Charisma, can breath under water, one Water Magic feat at first level and another one every third level here after.
Water Body [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as an immediate action for 100 MP you can turn your body into nothing but water with this spells affect applying to your worn items as well. This Spell lasts for your CON mod in rounds before you need to recast it. Whilst your body is made of water you are immune to physical attacks.
Water Bubble [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and it allows you to grant the ability to breath whilst underwater up to your charisma mod of allies for your constitution mod in minutes.
Water Slicer [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP and generates your charisma modifier in scythes and launches them at your intended target/s. Each scythe deals 2d4 BW physical damage and goes up in BW using your ranged attack skill and uses your ranged attack skill to hit.
Water Cane [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a swift action for 60 MP and turns your hand into a whip made of water that has an attack range equal to your level in squares. Water Cane deals 1d6 BW and goes up in BW using your unarmed attack skill and lasts for your CON mod in rounds or until dismissed as a free action.
Water Dome [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and lasts for your CON mod in minutes. Water Dome creates a dome of water that can camouflage it self with the ocean. This dome can hold up to your charisma mod in allies within a 30ft radius, travels on your turn using your movement action at 60ft and allows your allies to breath whilst in your Water Dome
Water Jigsaw [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 200 MP and generates your charisma mod in blasts of water that strike your opponent/s with a surprising amount of force. Water Jigsaws blasts of water deal 1d6 damage per level and requires a ranged touch attack roll that can not crit using your ranged attack skill.
Water Lock [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and traps your opponent in a sphere of water. Water Lock lasts for as long as you concentrate on the spell, you can only have one Water Lock active at a time.
Water Nebular [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP and generates a 30ft wide torrent of water that blasts 60ft into the air. Water Nebular deals 1d6 damage per level with a charisma based reflex save for half damage, and should they fail their save they are launched 60ft into the air.
Water Force [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 100 MP and generates a concentrated blast of water that propels your opponent back with incredible force. This spell deals 1d6 damage per level and requires a ranged attack roll that can not crit and sends the target your level in squares backwards should they fail a strength check with a DC to the damage dealt.
Water Punch [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 80 MP and generates a concentrated amount of water around your fist that when you strike with it there is enough force to propel your target backwards. This spell adds 1d6 per level to your unarmed strike and has you make an unarmed attack against one enemy. Should you hit with this spell the target must make a strength check with a DC equal to the damage you dealt or be thrown back your level in squares.
Water Kick [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 60 MP. This spell adds 1d6 damage per level to your unarmed attack and has you make an unarmed attack against one enemy.
Sierra [WATER MAGIC, MAGICAL]
Prerequisites: Water Magic, Water Body
Benefit: This spell is cast as a standard action that costs 100 MP and can only be used whilst using Water Body. When you cast Sierra you make a charge touch unarmed attack with the pounce quality and add half your level in d6's to each unarmed attack.
Water Cyclone
Benefit: This spell is cast as a standard action that costs 100 MP. Water Cyclone is a 60ft line attack that deals 1d6 damage per level with a charisma based reflex save for half damage.
Water Beam [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 100 MP. Water Beam is a short ranged ray attack that deals 1d6 damage per level.
Double Wave [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. Double wave creates two 30ft cone attacks that must have both large ends of the cones connect. Each cone deals three quarters of your level in d6's with a charisma based reflex save for half damage per cone, also should anyone be hit by both cones for full damage they are stunned for one round should they fail a charisma based fortitude save.
Whirlpool [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action for 150 MP. This spell functions the same as Water Force except the damage is 1d8 per level.
Wings of Love [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 150 MP. This spell functions the same as Water Cyclone except it deals 1d8 damage per level and should they fail the reflex save they are pushed back your level in squares if they fail a strength check with a DC equal to the damage they took.
Water Rush [WATER MAGIC, MAGICAL]
Benefit: This spell is cast as a standard action that costs 120 MP. This spell has you charge 30ft past your target who must be within your movements reach and make a full attack against them and deal an extra 1d8 damage per two levels on each attack.