Water Elemental Art

Water is tricky, demanding a high Intellect in order to treat and manipulate it properly.

This is the most basic form of Water manipulation, requiring no resources to use.

  • Attack Form: Infuse your water into some, utilizing its healing properties. Touch a target and do any one of the following: 1 - Reduce a single of instance of bleeding by 1 stage. 2 - Reduce a single instance of poison by 1 stage. 3 - spend 1 Focus Point, and bring an unconscious target back to consciousness.

  • Defense Form: Surround your body in a shell of water. For as long as you maintain Concentration, you cannot be inflicted with the “Burned” status effect, or become “on fire”.

  • Utility Form: Fill an inanimate container with up to 200ml of clean water.

Level One

Now that you have gotten the basics down, its time to move on to the more interesting things.

  • Attack Form: Heal a nearby entity of their wounds. Choose a single target you can touch. Your water rejuvinates them, restoring their Life by 1d4 per 50 points you have in your Magic stat, up to 10d4. You can instead choose a target you can see within 8 meters, healing them for 1/2 as much as they would have otherwise healed. You can spend additional Focus points when using this Elemental Art, increasing the die value by 1 per additional Focus Point spent. This cannot increase the die value above “1d20”.

  • Defense Form: Grant extra vitality unto yourself or an entity you can touch. The target will gain 5 temporary Life per 50 points you have in your Magic stat, up to 50 Life. This temporary Life will last for up to 1 hour or until this Elemental Art is used on them again. You can spend additional Focus Points when using this Elemental Art, choosing 1 additional target per additional Focus Point spent.

  • Utility Form: You are able to use you water to traverse obstacles. Use your water to propel you upwards, increasing your vertical jump distance by 4 meters. You can also use to create a temporary surface, allowing you to travel across area where there is no ground for a distance of up to 10 meters; such as holes in, chasms and gorges. You can spend additional Focus Points when using this Elemental Art to increase your vertical jump by an additional 2 meters per additional Focus Point spent.

Level Two

You have finally gained some form of control over this Elemental Art. That’s great! Now lets work on respect and understanding.

  • Attack Form: Your healing is no longer restricted to only 1 entity at a time. Surround up to 4 entities within 8 meters of you with healing waters, restoring their Life by 1d4 per 50 points you have in your Magic stat, up to 10d4. You can spend additional Focus points when using this Elemental Art, increasing the die value by 1 per additional Focus Point spent. This cannot increase the die value above “1d20”.

  • Defense Form: Swirl your water in front of you to make a temporary wall to block an incoming attack. Use this as a Counter Action in response to being hit by an attack. All incoming damage will instead be blocked, reducing the damage you would take to 0. Secondary effects that would come from being hit by the attack will not effect you. This will have no effect against attacks with a piercing power of 2+, or any attacks involving lightning damage.

  • Utility Form: You are able to manipulate the molecules in water, enabling you to breath while completely submerged. This will not work in waters that are heavily poluted or thick with some other substance. You can do this as for as long as you maintain Concentration. You can spend additional Focus Points when using this Elemental Art, allowing you to choose 1 additional target you can touch to be effected by this Elemental Art per additional Focus Point spent.

Level Three

Your control and understand are starting to mold this Art to your will. Remember that your Element is an extension of yourself.

  • Attack Form: You are able to shape and condense water, using it as a powerful weapon. Choose a single target you can see within 20 meters, and throw a condensed orb of water at them. An entity hit by this attack will suffer 1d8 water damage per 50 points you have in your Magic stat, up to 10d8. Items and structures will instead lose 2 durability per die rolled.

  • Defense Form: Create tendrils of water that will whip around you. For as long as you maintain Concentration, targeted ranged attacks against you will have a -2 Rth modifier. Any time an entity moves into a space that is within 4 meters of you, you may make a single attack against them with these tendrils to deal water damage. The target may defend against this damage as if it were slashing damage. R4, 1d6+1d6 per 50 Mag (19-20). This will not consume your Reaction for the round.

  • Utility Form: The water speaks to you. Listen to what it has to say. You are able to step into a body of water and sense what is within. When you do this, you must choose something specific that you are searching for. Anything within this body of water that meets your search criteria will be made known to you. As long as it is within 100km of you, you will know its approximate distance and direction.

Level Four

Water has no beginning and no end. You have mastered its limitless possibilites, and are able to flow with its currents as seamlessly as the sea.

  • Attack Form: Use your water to create several projectiles that will follow a curved path to their targets. When using this Elemental Art, you will make up to 5 seperate attacks with a range of 20 meters, as your water shoots out towards your foes. These projectiles will not take a direct path to their target, allowing them to avoid cover and obstacles. Each of these attacks will have a +5 Rth modifier. An entity hit by this attack will suffer 10d8 water damage, and must make a successful Athleticism Feature check or become prone. Items and structures will instead lose 2 durability per die rolled.

  • Defense Form: Create a powerful vortex of water around you that will protect you from harm. For the next 1 minute, targeted ranged attacks that do not contain lightning damage, that pass through this vortex, will be caught up in it and miss their target. Entities cannot move into a space that is adjacent to you. Any time you move, entities within 2 meters of each space you move will be pushed 2 meters away from you. Melee attacks against you will have a -2 Rth modifier. For the duration of this Elemental Art, you will be levitating 2 meters above whatever surface is below you. You are unaffected by area haxards, such as lingering spell effects and air toxicity.

  • Utility Form: The water is an outlet for communication. It resonates as one being, all from ultimately the same source. You are able to telepathically communicate freely with any entity you can picture in your mind, as long as you and the target are both within a significant source of water, such as a lake or sea; and are in the same plane of existence. This Elemental Art only cost 1 Focus Point from either the sender or recipient, and will last until one party leaves the water.

Level Five

You are truly one with your element. Can you feel it moving through and around you? You are now able to evoke this power, and become Water incarnate!

  • Pure Water: Your Water surrounds you and flows through you, transforming your body into a Water elemental. Such power can only be maintained for 1 minute. During this time, the following applies;

    • You are immune to non-magical damage

    • Choose any 1 “Attack Form” from a previous level as your basic attack. The chosen Attack Form will consume 1 less Focus Point to use.

    • Choose an 1 “Defense Form” from a previous level to be active on you for this duration. Concentration is not required to maintain the chosen Defense Form.

    • During your Perform Phase, you are able to use other Water Arts without losing this form.

    • You take 3x Lightning damage.

    • You are immune to Water damage, and will passively restore 2d10 Life at the start of each of your turns.

    • You have a levitation Movement of 6 meters, a swim speed of 30 meters, and are able to move through and share occupied spaces. You cannot move through solid surfaces. An entity sharing a space with you at the start of their turn will resotre 1d10 Life.

Level Six