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[Guide] How To Roleplay A Hydromancer & Cryomancer

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Hydromancy & Cryomancy Guide

Hydro – Greek, meaning Water.

Cryo – Greek, meaning Cold/Freezing

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Perhaps the most well known of the three arch-types of magic evocation, and especially Elemental-Evocation involving the evoking of elements such as air, fire, earth, water, and lightning from the void. Water is the most versatile tool for an evocationist. Water has the special property that it never stops for any of the other elements, not even rocks. Elemental-Evocationists have certain rules, which follows the scientific properties of said element.

 

 

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- Sorcerers cannot manipulate pre-existing elements, only summon them.

 

- Each element is considered one sub-type of magic on its own.

 

- The elements must follow the same laws as they do in nature.

 

- Sorcerers must be ‘attuned’ to their element, spend time around their element, understand its scientific properties, how it feels etc…

 

- Sorcerer’s must see the area they wish to summon their element in.

 

- Sorcerers can only summon their element in its rawest form.

 

- Sorcerers must imagine the element in their mind and bend it in their mind before evoking it.

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Roleplaying a Hydromancer

  • Properties

When roleplaying a Hydromancer you need to make sure that you know how water would react in certain situation, especially how water would react with Fire, Wind, Lightning etc... I have made a small list, featuring certain situations.

 

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Lightning:

Water is very conductive when it comes to the power in electricity. Electromancers can be either a Hydromancers worst nightmare, or easiest opponent, depending on the way you choose to use your water.

 

Fire:

This is really dependable on the way you choose to use your water, and how bad the flames are. As we all know from the first grade, water can take out fire. However, it depends on the volume of the water hitting the flames, if water hits the flames in droplets from different directions, it will just be too much for the water.

 

Air/Wind:

I will not explain much here. If the wind is strong, enough, the water you create will just fly off to the side.

 

Rocks:

Water is capable of going around rocks; however, it is also able to go through rocks. As you can see in the ocean, water is capable of slicing through stone over millions of years. This is something to note, but not something you get to use very often.

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  • Varying your RP

When you roleplay as a Hydromancer it is very, very important to create varying roleplay. This cannot be stated enough, roleplay is about creating experiences for others, so in order to roleplay water-evocation you will have to do different things with the water at your disposal. Creating wave after wave of water can quickly become somewhat boring for the counterpart. Perhaps even seem a little powergame-ish. Hydromancy is such a powerful tool when it comes to creating creative roleplay, you can create everything from mists to animal looking water statues. Use the environment to your disposal, I am talking to all elemental-evocationists when I say this. It will always become useful. Even though you cannot manipulate the environment, you can still affect it with your elemental magic.

 

  • Powergaming

Something you need to be careful of is seeming powegame-ish. When you use evocation, no matter what type it is, it will usually carry a bunch of negative effects, stuff like exhaustion and physical harm, is overall very common when it comes to the usage of void magic. Avoiding the consequences equals powergaming.

 

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There really is not a lot more to say about Hydromancy, just be creative, and create Roleplay for others, this is the main goal.

 

Roleplaying a Cryomancer

 

[Coming Shortly]

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Love it dude, as an old Hydromancer~ Good and fun times :)

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Good guide. Rather impressed as a hydro/cryomancer

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Unless you are insisting that you can cause erosion at a terrifically rapid pace, then your comments on Earth is practically powergaming. You don't even set guidelines so much as you vaguely suggest ways to counter them that would be powergaming.

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Unless you are insisting that you can cause erosion at a terrifically rapid pace, then your comments on Earth is practically powergaming. You don't even set guidelines so much as you vaguely suggest ways to counter them that would be powergaming.

 

I was not talking about Hydromancers interacting with Earth/Rocks I was talking about Waters interaction with Earth/Rocks

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- Each element is considered one arch-type of magic on its own.

 

 

This guide is swell and all, apart from that top comment.

 

There isn't a difference in terms of placement in the 'arcane organisation' and it doesn't count for two separate forms of magic.

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I was not talking about Hydromancers interacting with Earth/Rocks I was talking about Waters interaction with Earth/Rocks

Yes, but a new player can read this as suggesting that you can cause erosion in a single interaction lol

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A great way to scratch the surface where Hydromancy is concerned.

 

Please say what it is I am missing. Perhaps I can be bothered to write something more if you need it.

 

A great way to stay passive aggressive and a way to scratch the surface where feedback is concerned.

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Please say what it is I am missing. Perhaps I can be bothered to write something more if you need it.

 

A great way to stay passive aggressive and a way to scratch the surface where feedback is concerned.

 

I don't think he was being passive agressive

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Please say what it is I am missing. Perhaps I can be bothered to write something more if you need it.

 

A great way to stay passive aggressive and a way to scratch the surface where feedback is concerned.

To be honest, this is a great starting guide. I honestly thought it wasn't going to be to standard until I read it, and you know how critical I can be when it isn't.

 

To note, and since I don't think you've implied it in the guide, I feel that it's important for new hydromancers to know that water evocation is not simply a pew pew subtype, and it requires a very analytical and creative player to make full use of it. It's a versatile subtype that has great emphasis on creativity and can be as powerful as how one makes it, assuming one knows the boundaries and plays within it.

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To be honest, this is a great starting guide. I honestly thought it wasn't going to be to standard until I read it, and you know how critical I can be when it isn't.

 

To note, and since I don't think you've implied it in the guide, I feel that it's important for new hydromancers to know that water evocation is not simply a pew pew subtype, and it requires a very analytical and creative player to make full use of it. It's a versatile subtype that has great emphasis on creativity and can be as powerful as how one makes it, assuming one knows the boundaries and plays within it.

Completely this. It especially makes the art complex because in order to properly use it you should be using all forms of water.

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