Jump to content

[Shelved][✓] [Magic Lore] Elementalism Water Pact


Bardmancer
 Share

Recommended Posts

Water Elementalism

 

The shaman has the ability to manipulate water after forming a pact with a water spirit and several lessons. Manipulation of water is only allowed at T2 due to the shaman’s inexperience at T1. 

 

General Redlines

  • Voidal or otherwise magically summoned water cannot be manipulated.

  • If water is moved and left in an area unmanipulated, it will act as water does.

  • Water cannot be held in place indefinitely.

  • Water cannot be made into ice or steam unless otherwise specified by a specific spell.

 

Combat

 

Move Water 

The shaman is able to move any liquid excluding lava. They must be within 20 blocks of the liquid they attempt to move. This can be used out of combat for mundane reasons, such as filling a bowl with water.

 

Temperature Manipulation - T5 Only

The Shaman is able to increase the temperature of the water to no higher than 50℃ and no colder than 0℃. This requires two additional emotes of chanting. Heating water will produce hot water that will burn after two entire emotes of exposure at the highest temperature. Cooling water will turn it to soft slush, which is more of a cold annoyance. We recommend adding fruit juice, the blood of your enemies, and a glacé cherry for optimal flavour.

 

T2:

  • May move a 1x1 block of water.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at minimal accuracy with above average difficulty.

T3:

  • May move a 1x2 block of water.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at lower accuracy with moderate difficulty. One emote of chanting.

- 1x2 can be moved at minimal accuracy with above average difficulty. Two emotes of chanting.

T4:

  • May move a 2x2x2 block of water consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twelve blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at average accuracy with little difficulty. One emote of chanting.

- 1x2 can be moved at lower accuracy with moderate difficulty. Two emotes of chanting.

- 2x2x2 can be moved at minimal accuracy with above average difficulty. Three emotes of chanting.

T5:

  • May move a 3x3x3 block of water consisting of any shape.

  • Requires four emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twenty blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting.

- 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting.

- 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting.

- 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting.


 

Redlines

  • The shaman is not able to increase the temperature of the water to extreme degrees. Burns require two full emotes of exposure.

  • Water will move as a blob or as a slim stream. 

 

Tidal Pull

The shaman sends a torrent of water outwards to strike at a person’s ankles, throwing them off-balance and more likely to trip or fall. This can be channeled for a duration of time. When applied to a person who is submerged within a body of water at least one block in depth, they are able to be held motionless and may not move.

This applies fatigue for the duration. The shaman cannot move during channeling.

 

T3:

  • Affects up to a 2 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to two emotes.

T4:

  • Affects up to a 4 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to three emotes.

T5:

  • Affects up to a 6 block wide horizontal area.

  • Requires two emotes of chanting and may be channeled for up to four emotes.

 

Redlines

  • Tidal Pull cannot be used to force people beneath the surface of the water. It may only hold them still in their current position.

  • Tidal Pull does not instantly knock a person down.


 

Moving Ice - T5 Only

The shaman is able to move naturally formed ice. They do not move ice as they do water; it is more akin to how an Earth Elementalist moves solid rock. If the ice is not loose or is a part of a larger mass of ice, the shaman must add an emote of chanting to break it from the mass of ice. This will add an emote of fatigue after casting, in addition to other fatigue emotes described for the size of ice moved. 

 

Quarter-block:

  • May move a quarter-block of ice.

  • Requires one emote of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • Flat chunks of ice are comparable to throwing a small rock. Sharp shards of ice are comparable to being jabbed with a small kitchen knife. They shatter once they have struck a target.

Half-block:

  • May move a half-block of ice consisting of any shape.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • Flat chunks of ice are comparable to being hit by a hammer. Sharp shards of ice are comparable to being jabbed with a shortsword. They shatter once they have struck a target.

1x1:

  • May move a 1x1 block of ice consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • Flat chunks of ice are comparable to being smacked with a warhammer. Sharp shards of ice are comparable to being jabbed with a longsword. They shatter once they have struck a target.

1x2:

  • May move a 1x2 block of ice consisting of any shape.

  • Requires four emotes of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • Flat chunks of ice are comparable to being hit by a large boulder. Sharp shards of ice are comparable to being impaled by a lance. They shatter once they have struck a target.

Accuracy:

 - Quarter-block can be moved at pinpoint accuracy with no difficulty.

 - Half-block can be moved at average accuracy with a little difficulty.

 - 1x1 can be moved at lower accuracy with moderate difficulty.

 - 1x2 can be moved at minimal accuracy with above average difficulty.


 

Redlines 

  • The Shaman is not able to create solid ice from water. 

  • The Shaman is not able to move ice made by any magical means. 

  • The Shaman is only able to move up to a max of 2x1 ice. 

  • Funky wants you to know that using sharp ice shards for headshots is a cheap tactic. 

  • The Shaman is not able to change the shape of ice. They may only rip shards or chunks from existing large ice masses.

 

Non Combat

 

Water Rune

The shaman is able to place a sigil down upon any solid surface that is not a living creature. This rune takes up one block, and should be represented by a sign. Shamans are allowed to create their own sigils for their pacted spirit.  

The Water Rune will purify water within range of it from all impurities, poison, or salt, making even the most questionable water safe to drink. The Shaman is only able to place down two water runes at the same time. This ability can be used on any variety of drinks, though perceived impurities have a wide range and will simply turn the drink in question to pure water.

 

T2:

  • Requires two emotes of chanting.

  • The Water Rune lasts for 4 IRL hours.

  • Has a 2x2x2 range.

T3:

  • Requires two emotes of chanting.

  • The Water Rune lasts for 8 IRL hours.

  • Has a 5x5x5 range.

T4:

  • Requires one emotes of chanting.

  • The Water Rune lasts for 12 IRL hours.

  • Has an 8x8x8 range.

T5:

  • Requires one emotes of chanting.

  • The Water Rune lasts for 24 IRL hours.

  • Has a 15x15x15 range.

 

Redlines

  • Water Runes cannot be used to create water. 

  • The Shaman can only have two runes down at the same time. The Shaman can remove these runes at will. 

  • The Shaman is not able to place this rune on any living creature.

 

Bring Rain

The shaman is able to extend their power to commune with the clouds themselves, and draw rain to an area. Snow and hail may also be summoned, depending on the biome.

 

T3:

  • Can summon a light shower or light snow.

  • Requires five emotes of chanting. The rain lasts for 2 IRL hours.

T4:

  • Can summon heavy rainfall or snowfall.

  • Requires five emotes of chanting. The rain lasts for 6 IRL hours.

T5:

  • Can summon a strong thunderstorm, hailstorm, or snowstorm.

  • Requires five emotes of chanting. The rain lasts for 12 IRL hours.

Redlines

  • Be sensible about biome dependencies. No snow in the desert.

  • Hail cannot be strong enough to harm those in the area.

  • Shamans are not immune to the effects of weather.

 

Ice Rune

At T5, a Shaman is able to place an Ice Rune upon a solid surface. This rune gives off a cool and chilling feeling within eight blocks around it, and can be used to freeze small areas of water up to 5x5x5 blocks in diameter. It will last for eight IRL hours.  

The Shaman is required to chant for two emotes to place a rune. During this, they suffer fatigue.

Redlines

  • Ice Runes cannot be used to create ice from nothing. 

  • The Shaman can only have two runes down at the same time. The Shaman can remove these runes at will. 

  • The Shaman is not able to place a rune on any living creature.


 

Water Walking

The Shaman is able to walk across the surface of water as if it were solid ground for a short time, manipulating the currents beneath their feet to push upwards. While this spell is in effect, the shaman may not swim or dive below the surface.

This spell gives the Shaman fatigue during channeling and use. 

 

T2:

  • Requires three emotes of chanting for one emote of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is not able to apply this effect to other people.

T3:

  • Requires three emotes of chanting for two emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is not able to apply this effect to other people.

T4:

  • Requires three emotes of chanting for four emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is able to apply this effect to one other person.

T5:

  • Requires three emotes of chanting for six emotes of water walking.

  • The shaman is able to move six blocks per emote.

  • The shaman is able to apply this effect to up to two other people.

Redlines

  • The Shaman is not able to move beyond six blocks per emote of water walking. 

  • The Shaman is not able to draw a bow, throw a weapon, or channel an ability while walking upon the surface of the water. The Shaman is not able to start CRP or PvP upon the surface of the water, but may respond if someone else instigates it.

  • The water is solid ground for only the Shaman and affecter persons. 

  • The shaman may not climb waterfalls or big waves of water.

  • ET members are openly allowed to engage players in combat or the sort during an event they host. Should the ET engage players in CRP during this spell, players may defend themselves accordingly. 

 

Water Breathing

The Shaman is required to chant to create a sigil of their spirit upon themselves. These sigils are placed upon the back of the neck and activate once the head of the bearer is submerged in water. Once placed, the Sigil will fade away unless triggered in four emotes. 

Once activated, they are only able to breathe water, and air will suffocate them. They are not able to speak clearly while underwater.

 

T2:

  • Requires three emotes of chanting for a sigil that grants two emotes of Water Breathing.

  • May not apply additional sigils to others.

  • May move at a maximum of four blocks per emote if armoured or heavy, and six blocks per emote if able to swim.

T3:

  • Requires three emotes of chanting for a sigil that grants three emotes of Water Breathing.

  • May apply additional sigils to one person.

  • May move at a maximum of five blocks per emote if armoured or heavy, and eight blocks per emote if able to swim.

T4:

  • Requires two emotes of chanting for a sigil that grants four emotes of Water Breathing.

  • May apply additional sigils to two people.

  • May move at a maximum of six blocks per emote if armoured or heavy, and ten blocks per emote if able to swim.

T5:

  • Requires two emotes of chanting for a sigil that grants six emotes of Water Breathing.

  • May apply additional sigils to up to four people.

  • May move at a maximum of eight blocks per emote if armoured or heavy, and twelve blocks per emote if able to swim.

Redlines 

  • Shamans are not able to use this ability to engage in CRP underwater. Do not start or continue combat while underwater. 

  • Breathing air while this spell is in effect will cause suffocation.

  • ET members are openly allowed to engage players in combat or the sort during an event they host. Should the ET member engage players in CRP during this spell, players may defend themselves accordingly. 

  • Shamans will start to suffer the effects of loss of oxygen after the seal fades, and have two emotes to reach air.

  • Spells are not able to be channeled underwater. 

  • This doesn’t mean you can modreq for a water breathing buff.


 

Elegant Waters

The shaman is able to use all their concentration to make manipulated water flicker and dance at a range of 24 blocks, in a wide variety of complex patterns. They are unable to move or focus upon anything else. A maximum amount of 32 blocks worth of water is allowed, although this may be moved and stretched into any shape.

This spell requires chanting for the entire duration of the spell, up to eight emotes. Due to the intricacy of this ability, it cannot be used in combat.

 

This spell does not apply fatigue, but any break in the shaman’s concentration such as an attack, prolonged conversation, or movement will cause the spell to instantly cease.

Redlines 

  • No drowning people.

  • While this can be used to convey messages, stories, and memories, don’t metagame stuff.

 

Spirit Marks

The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead.

 

 The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does.

 

Redlines 

  • Only T5 Shamans may place a Spirit Mark upon someone. 

  • Mark causes as much pain as a tattoo. It is required to be placed on bare skin. 

  • Mark only lasts for two IRL days for non-spirit worshippers.  Spirit Worshippers may bear a Spirit Mark for three IRL days. Shamans are not able to remove the Mark once placed.

  • Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication.

  • Spirit Marks grant only: 

  • Water Rune, Ice Rune, Water Walking, or Water Breathing at the Shaman's own personal discretion. These abilities for the Marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. 

  • The Marked are not able to grant Spirit Marks to others. Only Shamans may apply a spirit mark. 

  • The Marked do not chant to channel the ability. Meaning they do not suffer or boon from the volume of chanting. 

  • The Marked may only use any ability once per hour.

  • This cannot be used to find out whether someone is a dark mage/shade/whatever other spooky things there are.

 

Water Elemental

 

The Shaman is able to summon an elemental using water from up to twenty blocks away. The Water Elemental is able to move through/around non-magically created earth, metal, and flames with no effects. Magically created air and water harm it as described by the source of magical air or water. 

 

The elemental is limited to ten blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Water Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from a torrent of water which cannot be cut and damaged like flesh. Objects will simply pass through or be knocked away when colliding with the elemental. It can only be damaged by magical projectiles.

The Elemental is not resistant to magic and can attempt to push away physical attacks using the water currents within it.

Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. 

Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. 

While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. 

Protection of the shaman is the number one priority. 

 

Summoning the Elemental

 

Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling.

This applies fatigue for the duration of the chant and the spell’s effects. 

 

Water Elemental Appearance/Info

_euRjd63VCdQk5qVbU23TDU1eOTfLfCZ7Hw2OoDeqZTp0NVv8O0bj-_DENLj95oIjiIuHdLny_KosPr7KgzLxEgt6KCcwU8h4hM0ZkZBMUrJ3xHD0wzblvMye42xVMewaLBB3Bg1

 

The water elemental appears as a swirling mass of water, and can contort into any shape at a maximum of 2x2 blocks. The Water elemental is able to move through both magically and non-magically created flames and extinguish them. Weapons such as swords, spears, axes, and other bladed weapons or bladed polearms simply pass through the water and do nothing. Warhammers and other blunt weapons are able to take down the Water Elemental after six blows.

The Water Elemental is resistant to attacks that deal magical damage, and lowers their effectiveness by two tiers.

 

Elemental Abilities

With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it.

 

Liquid Form: Magical attacks must carry kinetic force to splatter water away from the elementals form. Arrows sink uselessly into the Water Elemental, and blades struggle to separate the swirling water. Weak kinetic force such as that of a punch will be fully absorbed, average kinetic force such as that of a shovel only pushes 1/8th of the water away, and strong kinetic force such as that of a 2x2 physical projectile pushes 3/8ths of the water away. The Water Elemental travels at ten blocks per emote. 

 

Water Wall: The Elemental spends two emotes channeling. They may move during this. They may not channel another ability or perform melee attacks. Upon the third emote, the Elemental raises a wall of water before a target. This wall will repel a single magical attack. This spell has a range of twenty blocks from the elemental.  It requires high amounts of kinetic force to disrupt the water elementals wall. This requires a source of nearby water.

 

Spiritshield: The Shaman is able to sacrifice the Elemental over the course of two emotes. This will allow the Shaman to place a wall of water around themselves or another within twenty blocks of them. This ward is able to block one T5 spell or three T3 magical spells before shattering. The ward is able to block two melee strikes that do not exceed Olog strength before dispelling. Only one spirit shield may be active at a single time. An elemental is only able to make one spirit ward. Each ward will require the shaman to sacrifice the elemental. When sacrificed, elementals fade away from the world over three emotes, and may not take action during this time.

 

Water Whip: The Elemental is able to take two emotes to create a whip of water and another to swing it. This whip has a range of four blocks and fades after a single melee use. This whip hits with enough force to knock magi or other channeling creatures from their concentration. This requires a nearby source of water.

 

Slam: The elemental builds up water in one of its limbs for an emote, before sending off a heavy stream of water up to 10 blocks. This heavy stream will knock even Ologs off their feet. The Elemental must sacrifice an arm to perform the ability. The elemental can not recover these limbs. 

 

Unravel: The Elemental is able to be sacrificed in another form. Taking three emotes, the Elemental can start to unravel its form. It may move up three blocks per emote. After the third emote. The expanding form of the Elemental rushes out in 5x5x5 blocks in a circle around their standing point. This will create a wave of water that is able to knock creatures weighing less than or equal to 600ibs on their asses and carry them back to the edge of the 5 block range. 

 

Redlines 

  • The Shaman is not able to have more than one Elemental out at a time. 

  • Water Elementals cannot increase the temperature of the water.

  • The Water Elemental is not completely immune to magical damage.

  • Water Elementals are impervious to fire damage from naturally made and magical fire and will extinguish natural flames. 

  • Water elementals may not drown someone inside their form. If touched by limbs, body parts, etc, the torrential water will feel solid. 

  • The shaman is not able to see through illusions via the Elemental.

Link to post
Share on other sites

This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

Link to post
Share on other sites

Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...