Water magic draws its power from the mysterious depths of the ocean. It is a mysterious element, both powerful and fluid. It can sustain life, or it can take it just as easily.
Lvl 1: Quagmire,
Alter effect. 1 mana. Ranged. Call: (Lvl 1 Spell Scrip).
What it does: The target of this spell sinks down to their knees (player kneels) as the ground suddenly softens and drags them down for the duration of the battle. They can turn at the waist but cannot move from the spot.
Lvl 2: Cold Hearted,
Armour and Buff effect. 2 mana. Self and Touch. Call: (Lvl 2 Spell Scrip).
What it does: The target of this spell has their torso covered in a thick icy carapace. This grants them +2 Armour and prevents them from Bleeding Out for an hour after the armour points are expended.
Lvl 3: Frost Blast,
Alter and Dazed effect. 3 mana. Area. Call: (Lvl 3 Spell Scrip).
What it does: A sudden blizzard erupts around the caster. All opponents within 15 ft of the caster become Dazed (10 seconds) They cannot move faster than a frozen stagger, as if hypothermic, for the rest of the battle.
Lvl 4: Tsunami,
Knock Back, Knock Down, Un-blockable, Dazed and Surge (X) effect. 4 mana. Area. Call: (Lvl 4 Spell Scrip).
What it does: A great tidal wave bursts forth in front of the caster and rushes toward their enemies. All targets in front of the caster (not in a radius) take 1 Un-blockable damage from the force and are Knocked Back, Knock Down and Dazed (10 seconds) when they get up again. Surge: The caster may spend X additional mana during casting to do +1 Un-blockable damage per mana spent.
Lvl 1: Quagmire,
Alter effect. 1 mana. Ranged. Call: (Lvl 1 Spell Scrip).
What it does: The target of this spell sinks down to their knees (player kneels) as the ground suddenly softens and drags them down for the duration of the battle. They can turn at the waist but cannot move from the spot.
Lvl 2: Cold Hearted,
Armour and Buff effect. 2 mana. Self and Touch. Call: (Lvl 2 Spell Scrip).
What it does: The target of this spell has their torso covered in a thick icy carapace. This grants them +2 Armour and prevents them from Bleeding Out for an hour after the armour points are expended.
Lvl 3: Frost Blast,
Alter and Dazed effect. 3 mana. Area. Call: (Lvl 3 Spell Scrip).
What it does: A sudden blizzard erupts around the caster. All opponents within 15 ft of the caster become Dazed (10 seconds) They cannot move faster than a frozen stagger, as if hypothermic, for the rest of the battle.
Lvl 4: Tsunami,
Knock Back, Knock Down, Un-blockable, Dazed and Surge (X) effect. 4 mana. Area. Call: (Lvl 4 Spell Scrip).
What it does: A great tidal wave bursts forth in front of the caster and rushes toward their enemies. All targets in front of the caster (not in a radius) take 1 Un-blockable damage from the force and are Knocked Back, Knock Down and Dazed (10 seconds) when they get up again. Surge: The caster may spend X additional mana during casting to do +1 Un-blockable damage per mana spent.