HYDROMANCY

Water is the key to life. The Hydromancer knows that the same substance that laps gently on the shore can also cut through stone, given opportunity.

Primary Focus: Debuff
Secondary Focus: Battlefield Control

LEVEL 1

  • Soak (Close)
    Manifest up to five liters of fresh, clean water, or one cubic meter of ice. This effect lasts until the end of the scene or until dismissed.
  • Flashfreeze (Touch)
    Freeze approximately one liter of standing water. This effect lasts until the end of the scene.
  • Deluge (Close, Channeled)
    Manifest a heavy downpour from the sky. Characters within range can only move half as much as they normally could.
  • Suck (Close)
    The caster leeches water from a living target, causing flora to wilt and fauna to be struck by overwhelming thirst. Living targets receive a one rank penalty to all skill checks. This effect lasts two rounds.
  • Tidal Forces (Near)
    Water swells around the caster, and they may choose to either force all characters within Near range into Touch range, or force all characters within Touch range to the far edge of Near range.

LEVEL 2

  • Blizzard (Close, Channeled)
    Call forth the harsh sting of winter at a target point. Characters within Near range of the point can only move half as much as they normally could, and receive a one rank penalty to all skill checks.
  • Creeping Chill (Close, Channeled)
    Frost creeps over a target character, impairing their movements the longer the caster channels this spell. The first round, the target receives a one rank penalty to all rolls until the spell ends. The second round, the target cannot move. The third round, the target is Stunned.
  • Drown (Close)
    Fill the target’s lungs (or chassis) with water, causing Light damage at the start of their turn. This effect lasts two rounds.
  • Greater Soak (Passive)
    Soak manifests up to ten liters of water, or two cubic meters of ice.
  • Greater Flashfreeze (Passive)
    Flashfreeze may be cast at Close range and can affect up to a thousand liters of water.
  • Go with the Flow (Passive)
    The caster’s movement speed cannot be reduced, and if they would be moved by an effect they may instead move twice as far.

LEVEL 3

  • Riptide (Close)
    The caster and everyone within Blast range are pushed to a location within Close range. Enemies take Medium damage in the process.
  • Winter’s Grasp (Close, Opposed)
    The caster soaks up to three targets with water and freezes them, holding them in place. The targets are Stunned, and the caster then makes a single Opposed roll. On a success, the target takes Light damage.
  • Empowered Soak (Passive)
    Soak manifests up to fifteen liters of water, or three cubic meters of ice.
  • Empowered Flashfreeze (Passive)
    Flashfreeze may be cast at Long range and can affect up to a small lake’s worth of water.
  • Breath of Life (Passive)
    The caster can breathe underwater as if it were air.
  • Ice Block (Passive)
    If the caster falls unconscious and has at least 4 Source remaining, they enter a block of impenetrable ice. At the start of their next turn, the ice melts and they return with 1 Body and 0 Source.

OVERCLOCK

Whirlpool (Close)
The caster causes a swift pulling whirlpool to manifest at a target point. At the start of each character’s turn, if they are within Close range of the point they are moved into Near range. If they are within Near range, they are instead moved into Touch range. Characters moving away from the point only move half as much as they normally could. This effect lasts four rounds.