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Fliuch / Hcuilf

From Antarok
Wielded by Aquari, Fliuch / Hcuilf is a Cantrip used for braving the trials of liquids or else making others vulnerable to them.
Cantrip: Fliuch / Hcuilf
Sources
  • Arcana: Aqua (Aether)
  • Races: Cor'Norai
  • Fauna: None
  • Flora: None
  • Minerals: None
  • Alkahest: None
Errata
  • Behaviors: Fliuch provides entities or objects with a notable resistance to liquids and liquid chemicals. Hcuilf makes them vulnerable to these.
  • Fliuch works against the violent forces of liquids like water and mercury, or chemicals such as acids, venoms, or poisons including when ingested, but not when inhaled.
  • Liquids with Fliuch act like oil, never mixing with the substances around them. Neither does the body of Fliuch interact—their body is hydrophobic towards anything that might cause it harm or imbalance. Temperatures still cause harm: lava will burn as it sloughs off the body.
  • Fliuch thus flushes most harmful chemicals from the body, improving the general health of an Entity over the long-term.
  • Conditions: Fliuch is only active in Galsterei, during the rain, or beneath the waves of the sea, Lacon. Hcuilf is only active in Galsterei or dry, arid environments, as well as the bodies of the dehydrated.
  • Chronology: Hours Boon / Minutes Hex
Boon of Fliuch
Tier Description
Ridhinne Entities or Objects will seem externally hydrophobic, proving difficult to dye or stain. Liquids and chemicals, even blood will dribble off from the affected without lingering unless sprayed in an aerosolized or powdered form and rubbed in.
Novice Novice-tier Hydromancy or similar spells and harmful events utilizing liquids feel negligible.
  • CR1 poisons, venoms, and chemicals will not cause more than agitation, discomfort, or discoloration in a liquid form to the Entity or Object.
  • Entities or Objects may bounce three times across the water before falling in.
  • Entities may take a single additional breath within the water to double how long they can stay under.
Apprentice Confers immunity to harm from Novice-tier Hydromancy or similar spells and harmful events utilizing liquids such as lava.
  • Immunity to the mundane effects of CR1 chemicals, poisons, or venoms in their liquid form.
  • Entities or Objects move across liquids at a sprinting pace or greater for ten seconds before falling in.
  • Entities may now breathe in the water for up to an hour before needing to resurface.
Journeyman Confers immunity to harm from Apprentice-tier Hydromancy or similar spells and harmful events utilizing liquids such as the idle flow of a river moving in opposition to their will.
  • Immunity to the mundane effects of up to CR2 chemicals, poisons, or venoms in their liquid form.
  • Entities or Objects can move across liquids at a jogging pace or greater for thirty seconds before falling in.
  • Entities may breathe in the water for up to six hours before needing to resurface
Expert Confers immunity to harm from Journeyman-tier Hydromancy or similar spells and harmful events utilizing liquids such as the idle flow of a waterfall or a flash flood moving in opposition to their will.
  • Immunity to the mundane effects of up to CR3 chemicals, poisons, or venoms in their liquid form.
  • Entities or Objects can move across liquids at a walking pace or greater for a minute before falling in. They experience half as much surface tension when diving.
  • Entities may breathe in the water for up to a day before needing to resurface.
Master Confers immunity to harm from Expert-tier Hydromancy or similar spells and harmful events utilizing liquids such as the flow of a large crashing wave or whipping rain moving in opposition to their will.
  • Immunity to the mundane effects of up to CR4 chemicals, poisons, or venoms in their liquid form.
  • Entities or Objects can move across liquids or stand upon them, dropping in when purposefully dunked or diving. They no longer experience surface tension when diving in at a great speed.
  • Entities may breathe in the water.
Ascended Confers immunity to harm from Master-tier Hydromancy or similar spells and harmful events utilizing liquids such as the flow of a crashing tsunami or explosive blasts of water pressure moving in opposition to their will.
  • Immunity to the mundane effects of up to CR5 chemicals, poisons, or venoms in their liquid form.
  • Entities or Objects can move across liquids or stand upon them, dropping in when purposefully dunked or diving. They no longer experience surface tension when diving in at a great speed.
  • Entities may breathe in the water.
Hex of Hcuilf
Tier Description
Ridhinne Entities or Objects will seem more absorbent, better able to be dyed or stained. Thin layers of liquids and chemicals, even blood will cling to the affected without easily dribbling off of it.
Novice Novice-tier Aquamancy or similar spells and events involving liquids feel noticeably denser or startling. Subtle changes in dampness will cause discomfort; dries more slowly than others.
Apprentice Entities feel Novice-tier Cryomancy or similar spells utilizing cold as if they were cast at a potency of Apprentice. They experience mild discomfort as though a noticeable drop in temperature has occurred; Objects remain quite cool to the touch unless directly heated.
Journeyman Feels Apprentice-tier Aquamancy or similar spells utilizing liquids as if they were cast at a potency of a tier higher. Experiences a fair amount of discomfort as though liquids are difficult to wick away, smearing like oil rather than coming off onto a cloth; remains drenched until dried with an absorbent material.
Expert Feels Journeyman-tier Aquamancy or similar spells utilizing liquids as if they were cast at a potency of a tier higher. Experiences a severe amount of discomfort as liquids pile up on the skin, drawing out moisture over several minutes as sweat until the target becomes dehydrated unless they are able to dry it off with great difficulty using absorbent material.
Master Feels Expert-tier Aquamancy or similar spells utilizing liquids as if they were cast at a potency of a tier higher. Experiences severe pain as liquids are drawn up to the surface of the skin, creating bruising and swelling which begins to sweat over a few minutes. Dehydration can occur in minutes for man-sized entities, followed by death after several minutes if the liquids are not dried with absorbent materials routinely.
Ascended Feels up to Master-tier Aquamancy or similar spells utilizing liquids as if they were cast at a potency of a tier higher. Causes excruciating pain as liquids are drawn up to the surface of the skin on contact, creating bruising and swelling which sweats profusely. Dehydration can occur in a minute for man-sized entities, followed by death after three minutes if the liquids are not dried with absorbent materials routinely, or if the target is stricken enough times.