Isaah Inkbound Spellbook
Apr 15, 2019 20:22:33 GMT -8
Post by Sparky on Apr 15, 2019 20:22:33 GMT -8
Character Name: Isaah Gideon
Elements: Water
Elemental Affinity: 10
Spell name: [Passive] Water breathing
Spell Main Element: Water
Affinity Strength: 1
Function: A passive ability for mages who's element is primarily tied to water, the mage is able to breath freely while submerged in water. Hydromages with this passive are usually more resistant to water pressure, and through training of their body can swim for long periods at great depths.
Availability: Open
Spell name: Hydromanipulation
Spell Main Element: Water
Affinity Strength: 1 (4 if water is your secondary element, 7 if it's your tertiary)
Function: The most basic use of water is to only tamper with it in its natural state as a liquid. The mages are able to change the shape of water to anything suitable for the situation like a tendril, a bubble, or even a pool.
Availability: Open
Spell name: Scald
Spell Main Element: Water
-Spell Sub Elements: Fire
Affinity Strength: 2
Function: An oddity within the water element, although common, the user is capable of superheating water to the point where it begins to boil. Those who do not have a method around heat can receive a burn.
Availability: Open
Spell name: Steam Manipulation
Spell Main Element: Water
-Spell Sub Elements: Fire
Affinity Strength: 2
Function: The ability to use a liquid in any given state is a practice that water mages tend to learn as much as possible. Heated liquids and the steam given off tend to be easier to use than that of ice, however. Because steam can be gathered and condensed into a liquid, hydro-mages have no problem manipulating them as if it was regular water.
Availability: Open
Spell name: Water Teleport
Spell Main Element: Water
-Spell Sub Elements: --
Affinity Strength: 7
Function: When near a deep enough body of water one can submerge themselves completely in, the user can focus on another place with another body of water equivalent or greater than the one they are currently in to go to. This is a method of fast travel and requires a great deal of concentration to shift oneself to a completely different area.
Availability: open
Spell name: Raging Leviathan
Spell Main Element: Water
Affinity Strength: 10
Function: User creates a massive liquid construct, a torrent of roaring water in the shape of a curling serpent, using it to batter the target with repeated, heavy strikes. Or instead just slamming the massive weight of water into them with brutal results.
It takes immense focus and control to not only direct the mass, but also to maintain it's form, and doing so for long periods can drain an inexperienced caster. Having a larger source of water to pull from can allow a hydro-mage to increase the size of the construct, the trade off being that it requires far more intense focus, control, and a larger well of stamina and mana to draw from to manipulate the large construct that is made.
-Scalding Leviathan: The Caster superheats the leviathan's water, dealing increased damage and burning anything it comes in contact with.
Availability: Private
Elements: Water
Elemental Affinity: 10
Spell name: [Passive] Water breathing
Spell Main Element: Water
Affinity Strength: 1
Function: A passive ability for mages who's element is primarily tied to water, the mage is able to breath freely while submerged in water. Hydromages with this passive are usually more resistant to water pressure, and through training of their body can swim for long periods at great depths.
Availability: Open
Spell name: Hydromanipulation
Spell Main Element: Water
Affinity Strength: 1 (4 if water is your secondary element, 7 if it's your tertiary)
Function: The most basic use of water is to only tamper with it in its natural state as a liquid. The mages are able to change the shape of water to anything suitable for the situation like a tendril, a bubble, or even a pool.
Availability: Open
Spell name: Scald
Spell Main Element: Water
-Spell Sub Elements: Fire
Affinity Strength: 2
Function: An oddity within the water element, although common, the user is capable of superheating water to the point where it begins to boil. Those who do not have a method around heat can receive a burn.
Availability: Open
Spell name: Steam Manipulation
Spell Main Element: Water
-Spell Sub Elements: Fire
Affinity Strength: 2
Function: The ability to use a liquid in any given state is a practice that water mages tend to learn as much as possible. Heated liquids and the steam given off tend to be easier to use than that of ice, however. Because steam can be gathered and condensed into a liquid, hydro-mages have no problem manipulating them as if it was regular water.
Availability: Open
Spell name: Water Teleport
Spell Main Element: Water
-Spell Sub Elements: --
Affinity Strength: 7
Function: When near a deep enough body of water one can submerge themselves completely in, the user can focus on another place with another body of water equivalent or greater than the one they are currently in to go to. This is a method of fast travel and requires a great deal of concentration to shift oneself to a completely different area.
Availability: open
Spell name: Raging Leviathan
Spell Main Element: Water
Affinity Strength: 10
Function: User creates a massive liquid construct, a torrent of roaring water in the shape of a curling serpent, using it to batter the target with repeated, heavy strikes. Or instead just slamming the massive weight of water into them with brutal results.
It takes immense focus and control to not only direct the mass, but also to maintain it's form, and doing so for long periods can drain an inexperienced caster. Having a larger source of water to pull from can allow a hydro-mage to increase the size of the construct, the trade off being that it requires far more intense focus, control, and a larger well of stamina and mana to draw from to manipulate the large construct that is made.
-Scalding Leviathan: The Caster superheats the leviathan's water, dealing increased damage and burning anything it comes in contact with.
Availability: Private