[BETA-2] Akua Spells

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[BETA-2] Akua Spells

Postby Vaal » Thu Jun 16, 2016 11:12 am

Aqueous Shard lvl. 1 Array
[Akua]
You conjure into your hand a dagger of solidified water.
SP: 3
Components: S
Casting Time: Minor action
Range: Self
Duration: 1 minute

A dagger made of solidified water appears in your hand. It is equivalent to a masterwork dagger and is balanced perfectly for your hand. Until the spell ends or is dismissed, a new dagger appears in your hand if you throw or drop the one you're holding, but being disarmed of it ends the spell.

If the dagger is not in your hand at the start of your turn or when the spell ends, the dagger collapses into a puddle of water.

At 5th level, the conjured dagger is a magical weapon with an enhancement bonus of +1 per 5 caster levels.

Affinity Bonuses

Flaer – The dagger is made of ice rather than merely 'solid water'. It deals +1 cold damage per caster level on successful hits and +1d6 cold damage on a critical hit.

Ere-a – Trace elements are added to the water, transmuting it to acid. The conjured dagger deals +1 acid damage per caster level on successful hits and +1d6 damage on a critical hit.

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Hydrokinesis lvl. 1 Array
[Akua]
You manipulate water to your whim.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round +1 per caster level
Save: Reflex negates (see text)

You take control of 5ft cube of water and can move it up to 20ft each round as a move action within the range of the spell. All non-magical fires in spaces the water moves through are put out and any creatures in those spaces must make a Reflex save or become soaked.

If you stop the controlled water's movement in the same space of a creature of medium size or smaller, they may make a Reflex save to move to the nearest adjacent unoccupied square. Any creature of medium size or smaller that starts its turn in the same space as the controlled water is considered to be under water. Any character attempting to move into or out of the area must make a swim check DC 10 + caster level or find themselves unable to do so.

Affinity Bonuses

Flaer – Creatures who become soaked by the controlled water as it moves or start their turn in the same space as the controlled water take cold damage equal to your caster level.

Ere-a – Creatures who become soaked by the controlled water as it moves or start their turn in the same space as the controlled water take acid damage equal to your caster level.

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Improved Akua Creae lvl. 1 Array
[Akua, Creation]
You conjure more water than a normal akua creae.
SP: 3
Components: S
Casting Time: Full Round
Range: Close (25ft +5ft per 2 caster levels)

You conjure into being a 5ft cube of water into any space within range. Any creature in the targeted space must make a Reflex save or become soaked.

Unless conjured into a container, the sphere of water immediately collapses into a puddle.

Affinity Bonuses

Flaer – The sphere is created in the form of a snow drift, making the square difficult to traverse. It counts as difficult terrain.

Ere-a – The sphere is created in the form of a glob of sucking mud, making the square difficult to traverse. It counts as difficult terrain.

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Harden Water lvl. 1 Array
[Akua]
The effected area of water is transmuted into solidity.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round +1 round per level

You target up to 2 plus 1 per two caster levels 5ft cubes of water and the affected cubes of water solidify as if they were ice. Creatures occupying the effected cubes are shunted into the nearest unoccupied space when this spell takes effect. The hardened water is solid enough to walk on and strong enough to hold up 1000lbs per 5 cubic feet of water.

Alternatively, you may target a creature under the soaked condition. If you do, they must make a Fortitude save or become entangled. Each round, they may attempt a new Fort save to end the effect.

Affinity Bonuses

Flaer – The entangled creature takes cold damage equal to your caster level each round they remain entangled.

Ere-a – the entangled creature takes acid damage equal to your caster level each round they remain entangled.

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Snap Veil lvl. 1 Array
[Akua, Illusion]
You wrap yourself in a light-bending shroud of water vapor, fading from sight.
SP: 3
Components: S
Casting Time: Move Action
Range: Self
Duration: See Text

You become invisible to normal vision and low-light vision until the start of your next turn.

Affinity Bonuses

Flaer – You become invisible to infravision as well.

Vin – You become invisible to blindsight as well.

Special: You may spend an additional 2SP to benefit from an additional affinity bonus of this spell.

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Conjure Minor Image lvl. 1 Array
[Akua, Illusion, Basic]
You conjure into being a haze of water vapor and cause it to bend light to create a three dimensional image.
SP: 3
Components: S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: Concentration (see text)

You create an illusory image into a single square within. The image can be anything as long as it is no larger than the target square. It can be static or move as long as it does not move outside of the target square.

Any creature looking at the image may make a Perception check (opposed by the caster's total Spellcraft skill bonus +5) to see it as an illusion. A creature that attempts to interact with the image in any way that involves senses besides sight instantly recognizes it as an illusion.

The illusion blocks line of sight, but not line of effect. Creatures may use the illusion as cover for the purposes of Stealth, but suffer a -2 penalty to all checks while doing so thanks to its illusory nature.

The image lasts for 1 round per caster level, but can be sustained with a Concentration check for up to ten minutes.

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Slicken lvl. 1 Array
[Akua]
A thin, slippery coating appears on the target.
SP: 3
Components: S, V
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round per level

You may target a square or an unattended object with this spell.

If you cast this spell on a square, the ground within that square becomes covered with a thin coating of ice, slime, mud or other suitable and available liquid and becomes difficult terrain. Creatures moving into or out of this square must make an Acrobatics check (against the caster's Spellcraft modifier +5) or fall prone. Creatures only making a five foot step into or out of the square ignore this effect.

If you target an object with this spell, the object becomes slick to the touch and impossible to pick up for the duration of the spell.

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Vaal
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Re: [BETA-2] Akua Spells

Postby AVR » Fri Jun 17, 2016 5:14 am

Could you spend 2 move actions a round to move water via Hydrokinesis 40'? & if you move it across someone twice or more in a round & you have an appropriate affinity, do they take damage once or once per?

Would hydrokinesis control any fluid? Salt water, tea, molten chocolate (cocokinesis!), oil...

Does Snap Veil allow you to get the affinity bonus without the affinity, or is the 2 SP to use 2 different affinity bonuses?

In D&D/PF once you've recognised that an illusion is an illusion you can see thru it. I think your illusions are actual light and so this wouldn't work?
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Re: [BETA-2] Akua Spells

Postby Vaal » Fri Jun 17, 2016 11:14 am

Yes, you can use two moves to move the water back and forth, doing damage each time.

Yes, hydrokinesis can move any liquid. akua is the power of that state of matter, not just water.

The 2SP allows you to use two bonuses.

Yup, your the illusions from the Array spells actual light/smell/sound manipulation. The bard illusions are mind tricks.
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