Aqua: Difference between revisions

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====Novice====
====Novice====
Just starting out, a novice is only capable of simple, though still wondrous, aquatic feats.  
At the start of their journey, the Zephyri is just starting to learn how to manipulate their newfound spells.  


:*'''Hydromancy''':
:*'''Aeromancy''':
:**A novice may manipulate up to 8 fl.oz., or 1 cup, at a time.
:**A novice may conjure light breezes and lift small, reasonably light objects.
:**Blood manipulation is possible at novice, but it is so weak that it will do little other than cause the target discomfort unless pulled from an already existing open wound.
:**They may aerosolize or evaporate liquid, though only in small amounts and inefficiently.  
::Limited to one target at a time.
:*'''Aeroresonance''':
:*'''Aquamorphosis''':
:**As a novice, this spell is inaccessible.
:**As a novice, converting the water’s state of matter is a strenuous process. It is both slow and Aether intensive.
:*'''Stormcall''':
:**They may shift the state of half of the amount usable by Hydromancy per cast.
:**As a novice, this spell is inaccessible.
:*'''Abyssal Pulse''':
:*'''Stormweaver’s Embrace''':
:**As a novice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**A novice may shift a small percentage of their calls to gas, thereby making them notably lighter. This process is slow.
:**The radius is about 10ft centralized around the caster.  
:*'''Tideweaver's Embrace''':
:**At novice, this skill is limited; effectively, the Aquari can increase the percentage of their bodies that is water by a negligible amount. While niche, this can be used to create a thin film of water over the skin to make the mage more resistant to fire, for example.  


====Apprentice====
====Apprentice====
The apprentice Aquari is well on their way to finding their sea legs, but is still fairly weak with their spellweaving.
With a firmer grasp on Aeromancy, the apprentice gains both potency and access to Aeroresonance.


:*'''Hydromancy''':
:*'''Aeromancy''':
:**An apprentice may manipulate up to 24 fl.oz., or 3 cups, at a time.
:**An apprentice may produce winds strong enough to stagger the average person.
:**The apprentice may slow down or disrupt movement by temporarily locking up limbs and making it overall more difficult for a target to move their bodies.
:**They may aerosolize or evaporate small amounts of liquid at standard casting efficiency.
::Limited to one target at a time.
:*'''Aeroresonance''':
:*'''Aquamorphosis''':
:**An apprentice may magnify or minimize sound, though not to pitches high enough to cause harm or strong enough to shake the ground.  
:**As an apprentice, the Aether cost of the spell is now standard but the casting time is still fairly slow.
:*'''Stormcall''':
:**They may shift the state of half of the amount usable by Hydromancy per cast.
:**As an apprentice, this spell is inaccessible.
:*'''Abyssal Pulse''':
:*'''Stormweaver’s Embrace''':
:**As an apprentice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**An apprentice may begin to turn more of themselves into a gas, at this point capable of transmuting small chunks of flesh or reducing their overall weight by about a third. To do so is slow.
:**The radius is about 15ft centralized around the caster.  
:*'''Tideweaver's Embrace''':
:**The apprentice may slowly start to convert small parts of themselves (the size of hands or feet) entirely to water at a time.


====Journeyman====
====Journeyman====
The journeyman Aquari is a proficient spellcaster and steadily on their way to being deadly as an unexpected riptide.
Now a competent spellcaster, the Zephyri gains access to more potent powers and their winds will finally be strong enough for flight.


:*'''Hydromancy''':
:*'''Aeromancy''':
:**A journeyman may manipulate up to 80 fl.oz., or 10 cups, at a time.
:**They may manipulate winds strong enough to lift and propel their own body weight.
:**They may, at this stage, manipulate physically weak targets as if they are puppets, though stronger targets will have more natural resilience against the effect.
:**They may aerosolize or evaporate about a bath’s worth of water per cast.
::Limited to one target at a time.
:*'''Aeroresonance''':
:*'''Aquamorphosis''':
:**The journeyman may mute sound entirely in an area local to them.
:**For a journeyman, converting water from one state to another need only take a few moments.
:**They may now alter pitch enough to harm; both high enough to cause pain and powerful enough to briefly shake the earth.  
:**They may shift the state of half of the amount usable by Hydromancy per cast.
:*'''Stormcall''':
:*'''Abyssal Pulse''':
:**As a journeyman, this spell is inaccessible.
:**As a journeyman, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
:*'''Stormweaver’s Embrace''':
:**The radius is about 20ft centralized around the caster.  
:**A journeyman can transmute up to entire limbs into a gas, though this process is slow.
:*'''Tideweaver's Embrace''':
:**A journeyman may convert up to entire limbs to liquid, though the process is still fairly slow.


====Expert====
====Expert====
Now potent sorcerers in their own right, the expert Aquari manipulates their magic with the flowing ease or deadly force of the oceans themselves.
Truly coming into their own, the expert Zephyri weaves wind with exceptional grace and potency. They may now call upon the power of storms.


:*'''Hydromancy''':
:Starting at expert, Zephyri may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling, provided said magics are equal or greater than expert, too.
:**An expert may manipulate up to 24 cups, or 1.5 gallons, at a time.
:*'''Aeromancy''':
:**An expert can wrench control of the bodies of even strong targets with little effort.
:**The expert may now manipulate gusts of wind strong enough to lift and propel heavy objects such as boulders or bears.
::Limited to one target at a time.
:**They may aerosolize or evaporate about two bathtubs worth of water per cast.
:*'''Aquamorphosis''':
:*'''Aeroresonance''':
:**Converting water from one state to another need only take a few moments.
:**The expert may mute sound entirely in an area local to them, about the size of an entire room.
:**They may shift the state of ⅔ of the amount usable by Hydromancy per cast.
:**They may alter pitch enough to harm; high enough to cause extreme pain and burst blood vessels as well as powerful enough to briefly cause small-scale tremors.
:*'''Abyssal Pulse''':
:*'''Stormcall''':
:**As an expert, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**Stormcall is aether-inefficient to cast.
:**They gain the ability to send the aether pulse through the air around them, though it only works in particularly humid environments.
:**The expert may call upon an individual lightning strike per cast.
:**The radius is about 30ft centralized around the caster.  
:**They may call upon an individual thunderclap per cast.
:*'''Tideweaver's Embrace''':
:*'''Stormweaver’s Embrace''':
:**The expert may swiftly shift up to half of their body to water at once.  
:**An Expert may transmute up to half of their entire body into a gas at once.  


====Master====
====Master====
Wielding the Arcana with brilliance, the master Aquari is a force of nature unto themselves.  
Masterful spellcasters, the Zephyri has finally become a force of nature not to be trifled with.


:*'''Hydromancy''':
:At master, Zephyri may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling, provided said magics are equal or greater than expert, too.
:**A master may manipulate up to 240 cups, or 15 gallons, at a time.
:*'''Aeromancy''':
:**The master may manipulate with the same potency as an expert, but their influence extends to a handful of people at once.
:**The master may now manipulate gusts of wind similar in strength to that which form tornadoes.
:*'''Aquamorphosis''':
:**They may aerosolize or evaporate about a small swimming pool of liquid.
:**The master can convert water from one state to the next in the blink of an eye.
:*'''Aeroresonance''':
:**They may shift the state equal to the amount usable by Hydromancy per cast.
:**The master may mute sound entirely in an area local to them, about the size of an entire room.
:*'''Abyssal Pulse''':
:**They may alter pitch enough to harm; high enough to kill in small, localized areas if exposed for up to a minute as well as powerful enough to break the earth.
:**As a master, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:*'''Stormcall''':
:**They may also send the aether pulse through the air around them, though it only works in particularly humid environments.
:**The master may call upon a couple lightning strike per cast.
:**The radius is about 60ft centralized around the caster.  
:**They may call upon a few individual thunderclap per cast.
:*'''Tideweaver's Embrace''':
:*'''Stormweaver’s Embrace''':
:**The master can quickly convert their entire bodies to water and back should they so wish.  
:**The master may now shift their entire body to gas and back in the span of a few seconds.  


====Apotheosi====
====Apotheosi====
Now an Ascendant, the Nereite is a sorcerer of legendary potency. More than having simply embraced the tides, they have become one with the waters of the world.  
Devastating in their power, the Aeritheos, especially when paired with other forms of Galdr, can easily alter entire ecosystems with their ability to manipulate the weather around them.  


:*'''Hydromancy''':
:An Aritheos may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling.
:**A master may manipulate up to 2400 cups, or 150 gallons, at a time.
:*'''Aeromancy''':
:**The Nereite may manipulate with the same potency as a master, but their influence extends to an entire crowd of people at once.
:**The Aeritheos may now manipulate gusts of wind similar in strength to those found in hurricanes.
:*'''Aquamorphosis''':
:**They may aerosolize or evaporate about a small lake’s worth of liquid.
:**The Nereite can convert water from one state to the next in the blink of an eye.
:*'''Aeroresonance''':
:**They may shift the state equal to the amount usable by Hydromancy per cast.
:**The Aeritheos may mute sound entirely in an area local to them, about the size of an entire room.
:*'''Abyssal Pulse''':
:**They may alter pitch enough to harm; high enough to kill in areas the size of a lecture hall if exposed for up to a minute as well as powerful enough to break the earth in the same larger radius.
:**Now a Nereite, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:*'''Stormcall''':
:**They may also send the aether pulse through the air around them; the only time it will fail to travel is if the atmosphere is arid, such as in a desert.
:**The Aeritheos may conjure localized lightning or thunder storms, though without rain unless they also possess Aqua at journeyman or higher.
:**The radius is about 120ft centralized around the caster.  
:*'''Stormweaver’s Embrace''':
:*'''Tideweaver's Embrace''':
:**Not only may they shift into a gas at the blink of an eye, the Aeritheos may also expand their overall volume to 3x that of their bodies in gas.
:**The Nereite can quickly convert their entire bodies to water and back as well as rapidly expand in scale, pulling water from sources around them such that they themselves can embody up to 150 gallons. They are, effectively, a tidal wave unto themselves.


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Revision as of 03:58, 10 March 2024

AquaBanner.png
Capable of weaving aquatic wonders both beautiful and destructive, the Aquari utilize the Aether in water, bending it to their will. Aqua requires a Minor Merit to pursue.

Aqua

History

Galdr, and by extension Aqua, is one of the most ancient forms of Arcana; it has existed since before even the fae and predates the Metaphor of Imber over which it holds governance. As such, its true origins have been lost to the rivers of time. Like the other elemental Arcana, practitioners of Aqua can be found within any society that allows or puts value unto the arcane arts and many that don’t. It has proven invaluable to the development of agriculture, infrastructure, art and so on the world over.

Acquisition

Mark of Aqua.

Like other types of Galdr, Aqua is spread from one sorcerer unto another. Unfortunately, only about half of initiates survive.

In order to begin, the mark of Aqua is inscribed into the tissue (be it skin, muscle or bone) using the initiator's aether and then bodily fluids of the donor - most often blood - are offered to the initiate, forcing the student to undergo a spiritual trial outlined in each individual form of Galdr.
For those initiating into Aqua, the first symptoms to make manifest are usually dropsy and hyperhidrosis. The swelling and rapid influx of liquid can cause blood vessels to burst and skin to rupture. This is, perhaps implicitly, a notably painful experience, but provided nothing too vital is damaged in the process, the initiate will level out and their symptoms will wane into moderate Mageburn over the course of a few hours. Rarely, the initiation might last up to a day.

Mageburn Symptoms

  • Lesser: Mild Tachycardia, Hyperhidrosis, Dyspnea, Anxiety
  • Moderate: Tachycardia, Severe Hyperhidrosis, Muscle Pain, Weakened Bones, Panic Attacks
  • Greater: Spontaneous Limb Liquefaction, Dropsy, Risk of Myocardial Infarction
  • Liquescence: Permanent liquefaction of the entire body; the Aquari effectively becomes a gelatinous mass.

Spells

Hydromancy

In the broadest sense, hydromancy is the manipulation of water-based liquids. Through it, the Aquari can do anything from wend water through the air to eventually even manipulating the tides themselves. They may even puppeteer other living things by taking control of the blood that flows through their veins.

Aquamorphosis

Aquamorphosis is the process through which the mage shifts the liquid's state of matter between liquid, solid and gas. The most common use for this is pulling water from the air around them.

Arid environments require 2x the amount of Aether to convert liquid from the air.

Abyssal Pulse

Perhaps analogous to sonar, an Aquari can send out an aetheric pulse into bodies of water or, at higher levels, the moisture in the air in order to detect and locate intelligent life around them.

Tideweaver's Embrace

Tideweaver’s Embrace is the process through which the Aquari may shift their own flesh to water and back.

Tiers of Mastery

Novice

At the start of their journey, the Zephyri is just starting to learn how to manipulate their newfound spells.

  • Aeromancy:
    • A novice may conjure light breezes and lift small, reasonably light objects.
    • They may aerosolize or evaporate liquid, though only in small amounts and inefficiently.
  • Aeroresonance:
    • As a novice, this spell is inaccessible.
  • Stormcall:
    • As a novice, this spell is inaccessible.
  • Stormweaver’s Embrace:
    • A novice may shift a small percentage of their calls to gas, thereby making them notably lighter. This process is slow.

Apprentice

With a firmer grasp on Aeromancy, the apprentice gains both potency and access to Aeroresonance.

  • Aeromancy:
    • An apprentice may produce winds strong enough to stagger the average person.
    • They may aerosolize or evaporate small amounts of liquid at standard casting efficiency.
  • Aeroresonance:
    • An apprentice may magnify or minimize sound, though not to pitches high enough to cause harm or strong enough to shake the ground.
  • Stormcall:
    • As an apprentice, this spell is inaccessible.
  • Stormweaver’s Embrace:
    • An apprentice may begin to turn more of themselves into a gas, at this point capable of transmuting small chunks of flesh or reducing their overall weight by about a third. To do so is slow.

Journeyman

Now a competent spellcaster, the Zephyri gains access to more potent powers and their winds will finally be strong enough for flight.

  • Aeromancy:
    • They may manipulate winds strong enough to lift and propel their own body weight.
    • They may aerosolize or evaporate about a bath’s worth of water per cast.
  • Aeroresonance:
    • The journeyman may mute sound entirely in an area local to them.
    • They may now alter pitch enough to harm; both high enough to cause pain and powerful enough to briefly shake the earth.
  • Stormcall:
    • As a journeyman, this spell is inaccessible.
  • Stormweaver’s Embrace:
    • A journeyman can transmute up to entire limbs into a gas, though this process is slow.

Expert

Truly coming into their own, the expert Zephyri weaves wind with exceptional grace and potency. They may now call upon the power of storms.

Starting at expert, Zephyri may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling, provided said magics are equal or greater than expert, too.
  • Aeromancy:
    • The expert may now manipulate gusts of wind strong enough to lift and propel heavy objects such as boulders or bears.
    • They may aerosolize or evaporate about two bathtubs worth of water per cast.
  • Aeroresonance:
    • The expert may mute sound entirely in an area local to them, about the size of an entire room.
    • They may alter pitch enough to harm; high enough to cause extreme pain and burst blood vessels as well as powerful enough to briefly cause small-scale tremors.
  • Stormcall:
    • Stormcall is aether-inefficient to cast.
    • The expert may call upon an individual lightning strike per cast.
    • They may call upon an individual thunderclap per cast.
  • Stormweaver’s Embrace:
    • An Expert may transmute up to half of their entire body into a gas at once.

Master

Masterful spellcasters, the Zephyri has finally become a force of nature not to be trifled with.

At master, Zephyri may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling, provided said magics are equal or greater than expert, too.
  • Aeromancy:
    • The master may now manipulate gusts of wind similar in strength to that which form tornadoes.
    • They may aerosolize or evaporate about a small swimming pool of liquid.
  • Aeroresonance:
    • The master may mute sound entirely in an area local to them, about the size of an entire room.
    • They may alter pitch enough to harm; high enough to kill in small, localized areas if exposed for up to a minute as well as powerful enough to break the earth.
  • Stormcall:
    • The master may call upon a couple lightning strike per cast.
    • They may call upon a few individual thunderclap per cast.
  • Stormweaver’s Embrace:
    • The master may now shift their entire body to gas and back in the span of a few seconds.

Apotheosi

Devastating in their power, the Aeritheos, especially when paired with other forms of Galdr, can easily alter entire ecosystems with their ability to manipulate the weather around them.

An Aritheos may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling.
  • Aeromancy:
    • The Aeritheos may now manipulate gusts of wind similar in strength to those found in hurricanes.
    • They may aerosolize or evaporate about a small lake’s worth of liquid.
  • Aeroresonance:
    • The Aeritheos may mute sound entirely in an area local to them, about the size of an entire room.
    • They may alter pitch enough to harm; high enough to kill in areas the size of a lecture hall if exposed for up to a minute as well as powerful enough to break the earth in the same larger radius.
  • Stormcall:
    • The Aeritheos may conjure localized lightning or thunder storms, though without rain unless they also possess Aqua at journeyman or higher.
  • Stormweaver’s Embrace:
    • Not only may they shift into a gas at the blink of an eye, the Aeritheos may also expand their overall volume to 3x that of their bodies in gas.

Artifacts

To craft with Aqua, one must find and work alongside an Aquari or acquire the Arcana themselves. Galdr, having stemmed from Aether itself, does not provide materials from the Galsterei, but rather, the Galsterei infuses the crafts with their Aether and thus their intent. Otherwise, Sundered Artifacts may be crafted from the Galsterei directly.

Some examples of crafts an Aquari might assist with include:

  • Charms that ward off their ability to manipulate one’s blood and other bodily fluids.
  • Flasks or other containers that passively fill themselves by pulling water vapor from the air
  • Chemistry sets that automatically filter substrates and other substances, create mixtures, solutions, etc.
  • Water filtration systems
  • Dowsing Rods
”There was a horrible drought affecting the entire region last year that struck at the start of growing season; would've ravaged our winter food stores if not for the sorcerer that paid me a visit, saying my farm had fed her since she was young so she ought to return the favor. She agreed to stay with me ‘til the drought passed, ensuring my crops had enough water the entire time. A right blessing, she was.” - A Rural Farmer

Articles on Galdr

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Galdr

Galdr · Ensorcelling
Galdr [ Exodus · Abation · Aqua · Zephyr · Fulgur · Terra ]
Variants [ Paragon ]