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Water Rites

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Overload

Overload: In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Water sphere. Some examples include:

  • You feel yourself slowly liquifying and your flesh becoming ooze-like.
  • Your body is frozen by extreme cold and begins to crack and shatter apart.
  • You can only breathe underwater, and drown in Air like a fish.
  • Controlling your own body becomes a secret you Forget. Making your organs keep functioning requires great conscious willpower.

Rites list

Secrets of the Depths

Cast time: 30 seconds

Level: 1

Duration: 5 minutes

Extension: Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)

Range: Touch through foci

Effect: The ocean’s depths hide many secrets beyond mundane reach. By weaving Water into someone’s form you may make them as clear and transparent as untouched ice. This rite allows the Weaver to hide 1 target person from view. The rite lasts up to 5 mins or until the target breaks it by moving, using abilities or speaking while under the effect. They do not need to actively hide, however they cannot simply stand in open ground. This does not make the target immune to any mass effects; they are still present. To indicate this they put their finger in the air.

Biting Frost

Cast time: 30 seconds

Level: 3

Duration: Instantaneous

Extension:  Every Flicker of Water expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)

Range: 10 metres

Effect: This rite calls a chill frost to the area. Intense cold hinders muscles, limbs, and thoughts. Upon completing the Wyrd Draw, the Weaver may choose a target within 10 metres and call ‘Stun’. They may then repeat this against 2 additional targets, each within 10 metres of the Weaver and adjacent to a previous target.

Calming Waters

Cast time: 2 minutes

Level: 3

Duration: 5 minutes

Extension:  This rite cannot be extended 

Range: 10 meters (Self if you are one of the 5 targets)

Effect: This rite empowers a small group of people so that their next rest will magically recuperate their stamina and vitality. It may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc). Up to 5 targets may immediately spend 5 minutes relaxing and resting, roleplayed in any way appropriate to their character. Each target who does so without being disturbed by nearby danger or combat will recover all their lost hit points.

Elixir of Life

Cast time: 1 minute

Level:  4

Duration: 5 minutes

Extension: Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)

Range: Touch through foci

Effect: Water sustains life, and all creatures drink to ward away their end. This rite fills three targets with additional life and sustenance. The target’s increase their maximum hit points by +2 for 5 minutes. When the duration ends, their maximum returns to normal but their current hit points remain unchanged (or reduced to their normal maximum if above that value). This rite’s duration may be extended with the use of components. If multiple castings of this rite target the same character, the benefit does not go above +2 but they may use the longer duration.

Purifying River 

Cast time: 30 seconds

Level: 4

Duration: Instantaneous 

Extension:  This rite cannot be extended 

Range: Touch through foci

Effect: The river carries all detritus away, and the tides wash the shores clean. By weaving Water through their foci, the Weaver sends a wave of Water through their target, washing out any impurities and toxins with the call ‘Antidote’.

Healing Aura

Cast time: 30 seconds

Level: 5

Duration: Instantaneous 

Extension:  This rite cannot be extended 

Range: 10 metres

Effect: The tide rises and falls, but the ocean is without end. A skilled Weaver can seize control of the Water inside any living being and raise it back to high tide in a moment, taking them from the brink of death to the fullness of life. This right allows you to call Full Heal to restore all a targets hits.

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