Hydromancy — a school of magic —
From the seas and lakes and rivers of the world comes forth magic known as Hydromancy. A tradition concerned solely with the creation and manipulation of water, and other liquids, its spells have numerous applications, from easing one’s thirst to drowning unwitting sailors. Some believe the magic comes from listening to the voice of the waves and divining secrets from the crashing combers.
Hydromancy Spells listed by level
— Reference during playHydromancy Talents
CREATE WATER (Magical): You can perform a ritual to create water. Target one Size 5 space within 10 yards. When you finish, you either fill empty containers in that space with fresh water or you cover the ground in the target space with water. The water is sufficient to extinguish ordinary flames in the space or to turn dirt in one Size 3 space into mud, creating challenging terrain for 1 hour. Once you use this talent, you lose access to it for 1 hour. FOG CLOUD (Magical): You can use an action to produce fog. Target one Size 10 space you can see within 30 yards. Fog fills the target space with heavy obscurement for 1 hour. You can use an action to move the fog to a different Size 10 space within 30 yards. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. PRESSURE JET (Magical): You can use an action to release a jet of water with incredible force from your hand. Target one creature or object within 10 yards. Make a Will roll against the target’s Strength. On a success, the target takes 1d6 damage, and you push the target up to 5 yards. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target takes an extra 1d6 damage. SEA HEART (Magical): You have the Swimmer trait. If you have this trait already, increase your Speed by 2. In addition, you can breathe while submerged in water.
Novice Hydromancy Spells
Boiling Water
Fluidity Of Form
Flying Jellyfish
Produce Clouds
Tidal Influence
Wall of Water
Expert Hydromancy Spells
Corrosive Cloud
Fill The Lungs
Forceful Geyser
Hydromantic Chalice
Ochre Mist
Watery Sphere
Master Hydromancy Spells
Acid Bath
Fog of Death
Leviathan Slam
Raise The Waters
Shape of Water
Summon Water Elemental
| WATER ELEMENTAL |
|---|
DEFENSE: 17, HEALTH: 40 ATTRIBUTES: Strength 13 (+3), Agility 13 (+3), Intellect 8 (-2), Will 15 (+5) SIZE: 2, SPEED: 8 (Slippering, Squeeze 1/4 inch, Strider, Swimmer, Water Walk) IMMUNE: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened. WATERY STRIKE: The water elemental targets one creature or object within reach and makes a Strength roll with 2 boons against the target’s Defense. On a success, the target takes 4d6 damage. On a critical success, the target becomes grabbed until the end of the elemental’s next turn.