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


:*'''Aeromancy''':
:*'''Hydromancy''':
:**A novice may conjure light breezes and lift small, reasonably light objects.
:**A novice may manipulate up to 8 fl.oz., or 1 cup, at a time.
:**They may aerosolize or evaporate liquid, though only in small amounts and inefficiently.  
:**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.
:*'''Aeroresonance''':
::Limited to one target at a time.
:**As a novice, this spell is inaccessible.
:*'''Aquamorphosis''':
:*'''Stormcall''':
:**As a novice, converting the water’s state of matter is a strenuous process. It is both slow and Aether intensive.
:**As a novice, this spell is inaccessible.
:**They may shift the state of half of the amount usable by Hydromancy per cast.
:*'''Stormweaver’s Embrace''':
:*'''Abyssal Pulse''':
:**A novice may shift a small percentage of their calls to gas, thereby making them notably lighter. This process is slow.
:**As a novice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**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====
With a firmer grasp on Aeromancy, the apprentice gains both potency and access to Aeroresonance.
The apprentice Aquari has grown a modicum more comfortable with their spellweaving but is still fairly weak.  


:*'''Aeromancy''':
:*'''Hydromancy''':
:**An apprentice may produce winds strong enough to stagger the average person.
:**An apprentice may manipulate up to 24 fl.oz., or 3 cups, at a time.
:**They may aerosolize or evaporate small amounts of liquid at standard casting efficiency.
:**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.
:*'''Aeroresonance''':
::Limited to one target at a time.
:**An apprentice may magnify or minimize sound, though not to pitches high enough to cause harm or strong enough to shake the ground.  
:*'''Aquamorphosis''':
:*'''Stormcall''':
:**As an apprentice, the Aether cost of the spell is now standard but the casting time is still fairly slow.
:**As an apprentice, this spell is inaccessible.
:**They may shift the state of half of the amount usable by Hydromancy per cast.
:*'''Stormweaver’s Embrace''':
:*'''Abyssal Pulse''':
:**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.
:**As an apprentice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**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====
Now a competent spellcaster, the Zephyri gains access to more potent powers and their winds will finally be strong enough for flight.
The journeyman Aquari is a proficient spellcaster and steadily on their way to being deadly as an unexpected riptide.


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


====Expert====
====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.
Now potent sorcerers in their own right, the expert Aquari manipulates their magic with the flowing ease or deadly force of the oceans themselves.


: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.
:Starting at expert, Aquari may infuse aspects of their other personal magics into their Hydromancy provided said magics are equal or greater than expert, too.
:*'''Aeromancy''':
:*'''Hydromancy''':
:**The expert may now manipulate gusts of wind strong enough to lift and propel heavy objects such as boulders or bears.
:**An expert may manipulate up to 24 cups, or 1.5 gallons, at a time.
:**They may aerosolize or evaporate about two bathtubs worth of water per cast.
:**An expert can wrench control of the bodies of even strong targets with little effort.
:*'''Aeroresonance''':
::Limited to one target at a time.
:**The expert may mute sound entirely in an area local to them, about the size of an entire room.
:*'''Aquamorphosis''':
:**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.
:**Converting water from one state to another need only take a few moments.
:*'''Stormcall''':
:**They may shift the state of ⅔ of the amount usable by Hydromancy per cast.
:**Stormcall is aether-inefficient to cast.
:*'''Abyssal Pulse''':
:**The expert may call upon an individual lightning strike per cast.
:**As an expert, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**They may call upon an individual thunderclap per cast.
:**They gain the ability to send the aether pulse through the air around them, though it only works in particularly humid environments.
:*'''Stormweaver’s Embrace''':
:**The radius is about 25ft centralized around the caster.  
:**An Expert may transmute up to half of their entire body into a gas at once.  
:*'''Tideweaver's Embrace''':
:**The expert may swiftly shift up to half of their body to water at once.  


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


: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.
:Master Aquari may infuse aspects of their other personal magics into their Hydromancy provided said magics are equal or greater than expert, too.
:*'''Aeromancy''':
:*'''Hydromancy''':
:**The master may now manipulate gusts of wind similar in strength to that which form tornadoes.
:**A master may manipulate up to 240 cups, or 15 gallons, at a time.
:**They may aerosolize or evaporate about a small swimming pool of liquid.
:**The master may manipulate with the same potency as an expert, but their influence extends to a handful of people at once.
:*'''Aeroresonance''':
:*'''Aquamorphosis''':
:**The master may mute sound entirely in an area local to them, about the size of an entire room.
:**The master can convert water from one state to the next in the blink of an eye.
:**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.
:**They may shift the state equal to the amount usable by Hydromancy per cast.
:*'''Stormcall''':
:*'''Abyssal Pulse''':
:**The master may call upon a couple lightning strike per cast.
:**As a master, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:**They may call upon a few individual thunderclap per cast.
:**They may also send the aether pulse through the air around them, though it only works in particularly humid environments.
:*'''Stormweaver’s Embrace''':
:**The radius is about 35ft centralized around the caster.  
:**The master may now shift their entire body to gas and back in the span of a few seconds.  
:*'''Tideweaver's Embrace''':
:**The master can quickly convert their entire bodies to water and back should they so wish.  


====Apotheosi====
====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.  
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.  


:An Aritheos may infuse aspects of their other personal magics into their Aeromancy, Aeroresonance and Stormcalling.
:The Nereite may infuse aspects of their other personal magics into their Hydromancy.
:*'''Aeromancy''':
:*'''Hydromancy''':
:**The Aeritheos may now manipulate gusts of wind similar in strength to those found in hurricanes.
:**A master may manipulate up to 2400 cups, or 150 gallons, at a time.
:**They may aerosolize or evaporate about a small lake’s worth of liquid.
:**The Nereite may manipulate with the same potency as a master, but their influence extends to an entire crowd of people at once.
:*'''Aeroresonance''':
:*'''Aquamorphosis''':
:**The Aeritheos may mute sound entirely in an area local to them, about the size of an entire room.
:**The Nereite can convert water from one state to the next in the blink of an eye.
:**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.
:**They may shift the state equal to the amount usable by Hydromancy per cast.
:*'''Stormcall''':
:*'''Abyssal Pulse''':
:**The Aeritheos may conjure localized lightning or thunder storms, though without rain unless they also possess Aqua at journeyman or higher.
:**Now a Nereite, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
:*'''Stormweaver’s Embrace''':
:**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.
:**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 radius is about 60ft centralized around the caster.  
:*'''Tideweaver's Embrace''':
:**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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=Artifacts=
=Artifacts=
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Revision as of 04:01, 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

Just starting out, a novice is only capable of simple, though still wondrous, aquatic feats.

  • Hydromancy:
    • A novice may manipulate up to 8 fl.oz., or 1 cup, at a time.
    • 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.
Limited to one target at a time.
  • Aquamorphosis:
    • As a novice, converting the water’s state of matter is a strenuous process. It is both slow and Aether intensive.
    • They may shift the state of half of the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • As a novice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • 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

The apprentice Aquari has grown a modicum more comfortable with their spellweaving but is still fairly weak.

  • Hydromancy:
    • An apprentice may manipulate up to 24 fl.oz., or 3 cups, at a time.
    • 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.
Limited to one target at a time.
  • Aquamorphosis:
    • As an apprentice, the Aether cost of the spell is now standard but the casting time is still fairly slow.
    • They may shift the state of half of the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • As an apprentice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • 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

The journeyman Aquari is a proficient spellcaster and steadily on their way to being deadly as an unexpected riptide.

  • Hydromancy:
    • A journeyman may manipulate up to 80 fl.oz., or 10 cups, at a time.
    • 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.
Limited to one target at a time.
  • Aquamorphosis:
    • For a journeyman, converting water from one state to another need only take a few moments.
    • They may shift the state of half of the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • As a journeyman, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • The radius is about 20ft centralized around the caster.
  • Tideweaver's Embrace:
    • A journeyman may convert up to entire limbs to liquid, though the process is still fairly slow.

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.

Starting at expert, Aquari may infuse aspects of their other personal magics into their Hydromancy provided said magics are equal or greater than expert, too.
  • Hydromancy:
    • An expert may manipulate up to 24 cups, or 1.5 gallons, at a time.
    • An expert can wrench control of the bodies of even strong targets with little effort.
Limited to one target at a time.
  • Aquamorphosis:
    • Converting water from one state to another need only take a few moments.
    • They may shift the state of ⅔ of the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • As an expert, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • They gain the ability to send the aether pulse through the air around them, though it only works in particularly humid environments.
    • The radius is about 25ft centralized around the caster.
  • Tideweaver's Embrace:
    • The expert may swiftly shift up to half of their body to water at once.

Master

Wielding the Arcana with brilliance, the master Aquari is a force of nature unto themselves.

Master Aquari may infuse aspects of their other personal magics into their Hydromancy provided said magics are equal or greater than expert, too.
  • Hydromancy:
    • A master may manipulate up to 240 cups, or 15 gallons, at a time.
    • The master may manipulate with the same potency as an expert, but their influence extends to a handful of people at once.
  • Aquamorphosis:
    • The master can convert water from one state to the next in the blink of an eye.
    • They may shift the state equal to the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • As a master, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • They may also send the aether pulse through the air around them, though it only works in particularly humid environments.
    • The radius is about 35ft centralized around the caster.
  • Tideweaver's Embrace:
    • The master can quickly convert their entire bodies to water and back should they so wish.

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.

The Nereite may infuse aspects of their other personal magics into their Hydromancy.
  • Hydromancy:
    • A master may manipulate up to 2400 cups, or 150 gallons, at a time.
    • The Nereite may manipulate with the same potency as a master, but their influence extends to an entire crowd of people at once.
  • Aquamorphosis:
    • The Nereite can convert water from one state to the next in the blink of an eye.
    • They may shift the state equal to the amount usable by Hydromancy per cast.
  • Abyssal Pulse:
    • Now a Nereite, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
    • 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 radius is about 60ft centralized around the caster.
  • Tideweaver's Embrace:
    • 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.

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 ]