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OSR: Water Wizard

  • seeroftheabyss
  • 11 minutes ago
  • 12 min read

I was going to put a little rant here about how there was no Water Mage sub-class for the GLOG Wizard, then I remembered this one by Library of Attnam. However, I like mine better. Anyway, this is a sub-class for my Wizard class, click there for more details.

Also called Water Witches, Sea Sorcerers or Aquamancers, Water Wizards are Magi who specialize in controlling water and studying it's various uses.


Reputation:


Among humans, Water Wizards are often looked at with suspicion, especially among the lower classes and sailors. After all, they practice a form of magic derived from the arts of the Mermaids, humanity's great rival for control of the seas. As such, how much can they be trusted? They can breathe underwater, so who knows what they are doing beneath the waves?


At the same time, merchants and nobility often have great respect for them, as not only are they willing to tangle with the Mermaids often, but they provide a vital service. A Water Wizard can easily save a ship and it's cargo or help with a defense against an aquatic enemy.


Other Wizards tend to look down on Water Wizards as well for several reasons. Firstly, their Art is simplistic and limited. Compared to other Orders, they are children playing in the mud, as opposed to real sophisticated types of magic. Secondly, they derived almost all of their Art from the Mermaids, who are obviously less developed than us humans. They are children, copying the work of primitive fishskins. It is absurd to think of them as "real" Wizards.


Despite this skepticism however, because of their ability and willingness to assist the moneyed and upper classes with issues relating to trade, defense and naval war, Water Wizards often enjoy the protection of the State, and their Orders are usually Chartered, granting it's members legal status and political protection.


Culture:


Water Wizards practice Aquamancy, a type of magic that was originally derived from the Art of the Mermaids, who turned their magic to manipulating the element that surrounded them. However on land, this Art proved to be far less effective, especially away from large sources of water. As such, early human Aquamancers had to adapt the school and create or modify many spells in order for it to have even half the effectiveness it does today.


Aquamancy is plenty useful today thanks to those early pioneering scribes. Yet the great progress they made in those early days, the spirit of innovation has not dimmed among most Water Wizards, who even to this day spend their time studying and researching, seeking new uses and new innovations to further expand their Art.


This lust for greater knowledge and control is half of what fuels the Water Wizards. The other half is the Long War against the Mermaids, who have competed with Humanity for control of the coasts and islands since time immemorial. Water Wizards are almost always on the front line of said conflicts, clashing with the Aquatic Folk to reclaim or conquer territory, fend off raids or protect the sea-lanes from Mermaid corsairs. Many Orders are very warlike as a result, dividing their recruits into those better suited to research and those with the souls of fighters, sending the latter off to tangle with the Mermaids.


These Water Wizards often represent the tip of the spear, fighting in the most important naval battles against the Mermaids and even taking the fight to them, battling them in their own element. Sometimes these attacks are done to secure some victory on the surface but other times groups of Water Wizards will simply raid Mermaid settlements seeking to steal sources of magical knowledge, to further expand their own power and weaken their enemy.


Water Wizards tend to avoid conflicts that pit humans against humans, as these conflicts rarely benefit them. This rule is sometimes so strong that people may even believe that Water Wizards have sworn vows to never harm humans or lift a hand against their brother. This is not true and this fact can easily be observed when Water Wizards encounter humans who cooperate or serve the Mermaids. Such people are regarded as traitors by Water Wizards and are to be immediately killed, unless they possess vital information, in which case they are to be tortured before they are killed.

Power: You can breathe underwater. You can also cast spells underwater with no interference from that element.


Drawback: If you are in an extremely dry place or a place with little water, you are weakened. For each day you spend in an arid place, you lose 1 MD per day. This MD is not recovered the next day. The only way to recover that MD and return yourself to your full strength is to immerse yourself in water or soak yourself to the skin.


Spell List:


Common Spells:


1d12

1- Aqua Aegis

2- Cutting Stream

3- Evaporation Vortex

4- Ice Bath

5- Life Preserver

6- Repel Water

7- Rogue Wave

8- Scalding Steam

9- Superhuman Swimmer

10- Undertoe

11- Water Wall

12- Water Whip


Rare Spells:


1d4

1- Desiccate

2- Jellify Water

3- Mother Ocean's Embrace

4- Water Breathing


Legendary Spell(s):


Abyssal Womb


Ocean Master

Common Spells:


Aqua Aegis

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R: touch T: creature D: [dice] minutes


Target creature is wrapped in a flexible armor made of water. This aquatic armor grants them 2[dice] FS and lets them add +[dice] to their Atk and Damage rolls. The armor also grants them immunity to fire damage, though fire will still damage the armor. The armor persists until the FS it provides is consumed or the duration ends.


If cast with 3 or more [dice], the armor grants +[sum] FS (or 2]dice], if that would be a better result).


Cutting Stream

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R: 30' T: creature or object D: one action


You conjure a jet of high-pressure water that targets a creature or object. If targeting a creature, make an attack roll. On a hit, the creature takes [sum] damage. Objects are automatically hit. If a creature or object is reduced to 0 HP, the jet cuts through the creature.


Evaporation Vortex

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R: 100' T: A 15' diameter circle D: one action


You select a circular area up to 15' in diameter. All water within that area is instantly evaporated. Living creatures caught in this area must save. On a failed save, those creatures take [sum] damage. On a successful save, they take only [dice] damage.


If cast with 1 [dice], this spell can only evaporate puddles or take the top layer off of a river. At 2 [dice] this spell will cause small streams to run dry for a few minutes and desiccate small plants. At 3 [dice] this spell kills whole fields of plants and can part large rivers. At 4 or more [dice] this spell lowers the waterlines of lakes and can kill entire groves of trees.


Whenever this spell is cast, the next [dice] days have a [dice]d10% of having rain.


Ice Bath

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R: 30' T: creature D: one action


You conjure a wave of ice-cold water which can either be used to fill a container or to smash into someone. If a creature touches this water, it must save. On a failed save it takes 1d6 cold damage and 1d6 DEX damage. The creature will also begin shivering uncontrollably and will gain a -[dice] penalty to anything requiring delicate movements for 2[dice] minutes or until the creature warms up. On a successful save, the creature takes 1d4 cold damage.


After [dice] minutes, the water warms up enough that it becomes merely pleasantly cold and good to drink.


Life Preserver

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R: 10' T: object D: [dice] hours


One object within range becomes extremely buoyant, always floating to the surface of water (or any similarly dense liquid). Any creature who holds onto this object gains a +2[dice] bonus to any roll made to swim or avoid drowning.


Repel Water

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R: [dice]*10' T: space around caster D: [dice] rounds


The caster causes all water within [dice]*10' to be blasted away from him. Any creatures inside water within range must succeed on a STR check with a DC equal to 10+2[dice] to avoid being shoved backwards.


Rogue Wave

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R: 100' T: A 10*[dice]' horizontal line D: one action


You conjure a magical wall of water 10*[dice]' high and 10*[dice]' long. The wall of water slams into everything in a horizontal line equal to its width and blows any people, loose objects and does damage equal to structures. All structures and creatures struck directly by the wave take [sum] damage, with creatures getting a save to take half damage.


Scalding Steam

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R: 30' T: area around caster D: [dice] rounds


The caster blasts a cloud of scalding steam from their hands or mouth. This steam shoots forth in a cone that is [dice]*10' long and [dice]*4' wide at the base. Any creature in the area of the cone takes 3[dice] fire (heat) damage, save for half. If a creature enters the steam while the duration is in effect, that creature must save as if he was originally hit by the cone. Additionally, if a creature ends his turn inside the cone then that creature takes damage once again at the start of his next turn or the caster's turn (whatever comes first).


Superhuman Swimmer

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R: touch T: creature D: [dice] minutes


Target creature gains the ability to manipulate the water directly around their body, enabling them to glide through the water at incredible speeds. A creature affected by this spell adds +[dice] to any roll made to move fast or maneuver in water. If cast with 3 or more [dice], add +1/2[sum] instead.


Undertoe

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R: 30' T: creature D: [dice] rounds


This spell only works on a creature in water. When cast, a creature must save with a penalty equal to -[dice]. On a failed save, that creature is seized by a powerful current and dragged in a direction of the caster's choosing, traveling 10*[dice]' in that direction. The caster may change the direction of travel each round.


Water Wall

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R: 30' T: Any point in range D: [dice] rounds


You create a wall of water. The wall can be up to 10*[dice]' long, 10+[dice]' tall and [dice]' thick. The wall has [sum] HP and can only be damaged by something that could hurt a wall of water. Creatures can push through it with a successful STR check, but this consumes all their movement and soaks them, potentially causing problems: wet bowstrings don't work, damp gunpowder won't ignite, soaked spell books may not work and so forth.


The wall can block all non-magical ranged projectiles that strike it (Referee's Discretion) and many forms of magical damage, such as fire, acid, lightning, and others the Referee decides cannot penetrate/affect it. If the wall takes ice damage sufficient to destroy it, the wall instead freezes solid and regains 1d6+[dice] HP.


Water Whip

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R: self T: self D: 2[dice] rounds


You create a whip made of water. This whip counts as magic and does 1d6+[dice] damage on a hit. When you first cast this spell, you may make an attack with it as a bonus action. Each round past this, you may use the whip to make an attack as per normal.


For every [dice] past the first, you may select one of the options below:

- Your whip does an additional +[dice] damage on a hit. This damage is not included in the attack roll.

- Your whip can, when it hits someone, transform into a ball of water around a creature's head. That creature takes [dice] CON damage a round and begins suffocating. If this reduces the creature's CON to 0, that creature falls unconscious, but could be resuscitated. If left like that for sufficient time, the creature could die, however. Using this option destroys the whip.

- Your whip can, when it hits someone, freeze and restrain someone, binding their limbs together or pinning them against a solid surface or large object. This restraint has [sum] HP and is vulnerable to thunder and fire damage and is immune to anything a big piece of ice would be. Using this option destroys the whip.

Rare Spells:


Desiccate

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R: 30' T: Any amount of water D: one action

Draws [dice] gallons of water out of any substance or object. Can be used to dry clothes, return mud to solid dirt, and etc. The water removed can then be transferred to any container you desire, or scattered into the atmosphere. If used on any living creatures the spell does 1d6+[dice] nonlethal damage. If this damage causes someone to drop to zero HP, they do not die, but instead collapse, suffering from acute dehydration.


Jellify Water

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R: 30' T: [sum]*10' cubic feet of water D: [dice] minutes


Up to [sum]*10' cubic feet of water is jellified, temporarily taking on the properties of gelatin and rubber, becoming solid and squishy, but still stiff enough to support something heavy. You can walk across jellified water, but not swim or sail through it. A creature with gills caught in jellified water will begin to suffocate. Jellified water will remain where it was when jellified unless moved by a sufficiently strong force. Jellified water weighs as much as the equivalent amount in liquid water would.


Mother Ocean's Embrace

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R: 30' T: 10*[dice]' diameter circle D: [dice] rounds


You drag a column of water down from the sky and slam it into the ground or a solid surface that strikes a circle 10*[dice]' in diameter. Any creatures caught in that area take 1d6+[dice] damage and must save or be trapped under the column of water, which pushes them down against the hard surface for the duration. If the duration is long enough, creatures can begin drowning.


Casting this spell underwater just means the column of water is invisible, but it still pushes the creatures in the designated area down.


Water Breathing

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R: touch T: [dice] creatures D: [dice] hours


[dice] creatures gain the ability to breath underwater.

Chaos:


Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.


Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.


1d6

1- A sphere of water forms around you, with currents that trap you inside. You must succeed on a DC (8+[dice]) STR check in order to escape. The water sphere remains for 1d10 minutes, after which it breaks apart and disintegrates.

2- A tentacle of water forms out of the ground and attempts to grapple you. You must beat it in a STR or DEX check to avoid being grabbed by it. The tentacle has a STR of 10+[dice] and a range of 15'. It lasts for 1d10 minutes or until destroyed. It has [dice] HD.

3- A wall of water appears 1d4 [1= In front; 2= On your left; 3= On your right; 4= Behind you.] This wall has 2[dice] HD and lasts for 1d10 minutes. It is 10', 3' thick and 30' long.

4- You are soaked in freezing water. You have -1d4 to Atks and any rolls requiring precision for 10 minutes or until you can warm up.

5- You create a 30' diameter circular cloud of steam centered on yourself. This steam does 2d6 damage, save for half, to any creatures inside the cloud.

6- Water surges up beneath you, turning the ground beneath your feet for 30' into thick mud. This mud takes double the amount of movement as per normal to move through and grants disadvantage on any roll requiring a creature to keep their footing or balance.


Corruption:


Occurs when you roll Triples. If you roll Corruption, the Spell fails.


Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.


1d6

1- A high-pressure jet of water shoots out of you, shooting 1d4 [1= North; 2= Eat; 3= South; 4= West.] The first creature in that direction takes 2d6 damage, save for half.

2- You have some of the water in your body sucked out. This causes you to take 1d6 damage and lose 1 MD.

3- 1d6 water tentacles emerge from the ground and attempt to attack you or anyone within range. This tentacles have 2 HD, Atk equal to [dice] and do 1d6+[dice] damage on a hit. They last for 1d10 rounds or until destroyed.

4- A sphere of water appears 30' of you and begins rolling towards you. It pursues you unerringly for 10 minutes, running over anything in it's path. Creatures hit by the water sphere take 1d6 damage and must succeed on a STR save or be swallowed by it, where if they cannot breathe underwater, they will be trapped inside it and begin drowning.

5- 1d6 columns of water fall from the sky and target 1d6 random creature (one creature per column). These creatures must save, on a failure they take 2d6 damage and are trapped under the column. These creatures can then make a save each round to escape the column. Creatures that pass their save avoid the column entirely.

6- All water is blasted 30' away from you. Creatures with water in their body must save or be flung off their feet and hurled 30' directly away from the caster.


Doom of the Water Wizard:


When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.


Doom of Fools- You transform into a puddle of water. In this form you cannot speak, but you can cast spells, however you can only affect the water that now composes your body. If you fall into a large body of water, you must save vs death. You take half damage from fire and if you take ice damage, you take no damage but instead take DEX damage. If reduced to 0 DEX by ice/cold damage, you freeze solid and are paralyzed. You remain in this form for 1 hour.


Doom of Kings- As above, but you remain in your water form for 1 day.


Ultimate Doom- As above, but you lose your spellcasting ability and take your water form permanently.


You can escape this Doom by completing a Quest for a powerful Water Elemental or by consuming an Abyssal Heart, so you will be reborn in the womb of the Ocean.

from Black Clover
from Black Clover

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