{Hydro Cut}
Purchase Cost: 1 XP
AP Cost: 1 AP
Verve Cost: 2 Verve
Cooldown: 1 Turn
Description: You cause an ultra high pressure, razor thin jet of water to spring from your finger, dealing damage and bypassing armor.
Effect: For the rest of the turn you may make a ranged attack that deals 1d6+1 damage that ignores 50% of DR. Each attack costs 1 AP.
Duration: 1 Turn.
Range: 50 ft.
Save: None, Attack Roll.Area: None.
Rank 2 (1XP): +3 Damage. +10ft Range.
Rank 3 (1XP): Ignores 100% DR.
{Fog Bank}Purchase Cost: 1 XP
AP Cost: 1 AP
Verve Cost: 1 Verve
Cooldown: 1 Turn
Description: You summon a bank of dense fog that obscures vision in the area.
Effect: +25% Dodge chance to all characters inside the fog, abilities which negate Blind, negate this dodge chance to their targets. The fog is 10 ft tall.
Duration:4 Turns.
Range: 60 ft.
Save:None. Area: 6 Contiguous squares.
Rank 2 (1XP): +1 Turns, Improved Area: 9 Contiguous Squares.
Rank 3 (1XP): +1 Turns, Improved Area, 12 Contiguous Squares.
{Cleansing Water}Purchase Cost: 2XP
AP Cost: 2 AP
Verve Cost: 1 Verve
Cooldown: 0 Turns.
Description: You transmute normal water into healing water, washing away various afflictions.
Effect: Remove Blind, Bleeding, Damage Vulnerability, Nerve Damage, Crippled (Leg), Crippled (Arm)
Duration: Instant.
Range: Touch.
Save: None. Area: None.
Rank 2 (1XP): Immunity to any status effect cured: 1 Turn.
Rank 3 (1XP): Immunity to any status effect cured: 1 Turn.
{Steam Blast}Purchase Cost: 2XP.
AP Cost: 2AP.
Verve Cost: 2 Verve.
Cooldown: 1 Turn.
Description: You release a jet of scorching steam from your palm.
Effect: deals 3d6 Damage in a 1x3 column, bypasses DR.
Duration: Instant.
Range: Touch.
Save: Reflex. Area: 1x3 Column.
Rank 2 (2XP): 1x4 Column, +3 Damage.
Rank 3 (2XP): 1x5 Column, +3 Damage.
{Water Lash}Purchase Cost: 2 XP.
AP Cost: 2 AP.
Verve Cost: 3 Verve.
Cooldown: 1 Turn.
Description: You animate water filled with shards of razor like ice into a whip like form, the lash hovers near you, instantly attacking any opponent who comes close to you.
Effect: Whenever an enemy enters an adjacent square, the lash deals 1d4+4 damage to it.
Duration: 6 Turns.
Range: Self.
Save: None, Attack Roll.Area: None.
Rank 2 (2XP): +4 Damage.
Rank 3 (2XP): Whip extends, now attacks enemies within 2 squares.
VETERAN ABILITIES
{Ice Snare}
Purchase Cost: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown: 1 Turn
Description: You cause water to rapidly condense around your target's feet, and quickly freezes, rooting them to the ground.
Effect: Target becomes Rooted.
Duration: 3 turns.
Range: 40 ft.
Save: Strength. Area: N/A.
Rank 2 (3XP): deals 1d4 Cold damage each round.
Rank 3 (3XP): deals 2d4 Cold damage each round.
{Acid Rain}
Purchase Cost: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown: 1 Turn
Description: You cause a torrent of highly acidic rain to rain down on an area, dealing damage that bypasses DR.
Effect: Deals 4d4 Acid Damage within the area.
Duration: 3 Turns
Range: 60 ft.
Save: None. Area: 4x4 Squares.
Rank 2 (3XP): Increased area, 5x5. +1d4 Acid Damage.
Rank 3 (3XP): Increased area, 6x6. +1d4 Acid Damage.
{Ice Slide}
Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 3 Verve
Cooldown: 1 Turn
Description: You cause a slide of super slick ice to form. This slide can either be on the ground, or act as a ramp. If you create a ramp, only movement from high to low is possible due to the slickness of the ice.
Effect: Whenever someone moves along the ice slide, their Movement is doubled and ignore all Counter Attacks, but must make an Agility Save or are Knocked Down.
Duration: 6 Turns.
Range: Self
Save: AgilityArea: 1x30 squares.
Rank 2 (4XP): You no longer need to make an Agility Save to avoid being Knocked Down.
Rank 3 (4XP): If you Melee Attack an Enemy while on the Ice Slide, immediately after moving, you deal +1 Physical Damage for ever 4 squares you have moved along the Ice Slide this turn.
{Depth Crush}Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 4 Verve.
Cooldown: 1 Turn.
Description: You cause a sphere of ultra dense water to quickly form around an opponent's arm or leg, crushing it, before quickly evaporating.
Effect: Deals 2d6+4 Damage, applies either Crippled (Leg) (+1 AP movement cost), or Crippled (Arm) (+1 AP attack cost) for 3 rounds.
Duration: Instant
Range: 30ft
Save: StrengthArea: None.
Rank 2 (4XP): +5ft Range, +1d6 Damage.
Rank 3 (4XP): +5ft Range, +1d6 Damage.
Evaporation Aura
Purchase Cost: 5XP
AP Cost: 3AP.
Verve Cost: 5, +1 Verve Per Turn Verve
Cooldown: 1 Turn
Description: An aura forms around you that causes intense evaporation. You gain immunity to Hydrosphere abilities, and your aura destroys lingering physical hydrosphere effects like Ice Slide. Furthermore, it causes living creatures within your aura's radius to rapidly dehydrate, slowing them while empowering your Hydrosphere Abilities.
Effect: Immunity: Hydrosphere. Destroys Hydrosphere Effects on contact. Applies Slow (All actions cost +1 AP). For each living enemy within range of your Aura, Hydrosphere Abilities which deal damage deal +1 Damage.
Duration: Toggle.
Range: Self
Save: NoneArea: All Adjacent Squares.
Rank 2 (5XP): +2 Increased Damage for each living target in Aura.
Rank 3 (5XP): +1 Increased Square Radius.
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Purchase Cost: 1 XP
AP Cost: 1 AP
Verve Cost: 2 Verve
Cooldown: 1 Turn
Description: You cause an ultra high pressure, razor thin jet of water to spring from your finger, dealing damage and bypassing armor.
Effect: For the rest of the turn you may make a ranged attack that deals 1d6+1 damage that ignores 50% of DR. Each attack costs 1 AP.
Duration: 1 Turn.
Range: 50 ft.
Save: None, Attack Roll.Area: None.
Rank 2 (1XP): +3 Damage. +10ft Range.
Rank 3 (1XP): Ignores 100% DR.
{Fog Bank}Purchase Cost: 1 XP
AP Cost: 1 AP
Verve Cost: 1 Verve
Cooldown: 1 Turn
Description: You summon a bank of dense fog that obscures vision in the area.
Effect: +25% Dodge chance to all characters inside the fog, abilities which negate Blind, negate this dodge chance to their targets. The fog is 10 ft tall.
Duration:4 Turns.
Range: 60 ft.
Save:None. Area: 6 Contiguous squares.
Rank 2 (1XP): +1 Turns, Improved Area: 9 Contiguous Squares.
Rank 3 (1XP): +1 Turns, Improved Area, 12 Contiguous Squares.
{Cleansing Water}Purchase Cost: 2XP
AP Cost: 2 AP
Verve Cost: 1 Verve
Cooldown: 0 Turns.
Description: You transmute normal water into healing water, washing away various afflictions.
Effect: Remove Blind, Bleeding, Damage Vulnerability, Nerve Damage, Crippled (Leg), Crippled (Arm)
Duration: Instant.
Range: Touch.
Save: None. Area: None.
Rank 2 (1XP): Immunity to any status effect cured: 1 Turn.
Rank 3 (1XP): Immunity to any status effect cured: 1 Turn.
{Steam Blast}Purchase Cost: 2XP.
AP Cost: 2AP.
Verve Cost: 2 Verve.
Cooldown: 1 Turn.
Description: You release a jet of scorching steam from your palm.
Effect: deals 3d6 Damage in a 1x3 column, bypasses DR.
Duration: Instant.
Range: Touch.
Save: Reflex. Area: 1x3 Column.
Rank 2 (2XP): 1x4 Column, +3 Damage.
Rank 3 (2XP): 1x5 Column, +3 Damage.
{Water Lash}Purchase Cost: 2 XP.
AP Cost: 2 AP.
Verve Cost: 3 Verve.
Cooldown: 1 Turn.
Description: You animate water filled with shards of razor like ice into a whip like form, the lash hovers near you, instantly attacking any opponent who comes close to you.
Effect: Whenever an enemy enters an adjacent square, the lash deals 1d4+4 damage to it.
Duration: 6 Turns.
Range: Self.
Save: None, Attack Roll.Area: None.
Rank 2 (2XP): +4 Damage.
Rank 3 (2XP): Whip extends, now attacks enemies within 2 squares.
VETERAN ABILITIES
{Ice Snare}
Purchase Cost: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown: 1 Turn
Description: You cause water to rapidly condense around your target's feet, and quickly freezes, rooting them to the ground.
Effect: Target becomes Rooted.
Duration: 3 turns.
Range: 40 ft.
Save: Strength. Area: N/A.
Rank 2 (3XP): deals 1d4 Cold damage each round.
Rank 3 (3XP): deals 2d4 Cold damage each round.
{Acid Rain}
Purchase Cost: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown: 1 Turn
Description: You cause a torrent of highly acidic rain to rain down on an area, dealing damage that bypasses DR.
Effect: Deals 4d4 Acid Damage within the area.
Duration: 3 Turns
Range: 60 ft.
Save: None. Area: 4x4 Squares.
Rank 2 (3XP): Increased area, 5x5. +1d4 Acid Damage.
Rank 3 (3XP): Increased area, 6x6. +1d4 Acid Damage.
{Ice Slide}
Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 3 Verve
Cooldown: 1 Turn
Description: You cause a slide of super slick ice to form. This slide can either be on the ground, or act as a ramp. If you create a ramp, only movement from high to low is possible due to the slickness of the ice.
Effect: Whenever someone moves along the ice slide, their Movement is doubled and ignore all Counter Attacks, but must make an Agility Save or are Knocked Down.
Duration: 6 Turns.
Range: Self
Save: AgilityArea: 1x30 squares.
Rank 2 (4XP): You no longer need to make an Agility Save to avoid being Knocked Down.
Rank 3 (4XP): If you Melee Attack an Enemy while on the Ice Slide, immediately after moving, you deal +1 Physical Damage for ever 4 squares you have moved along the Ice Slide this turn.
{Depth Crush}Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 4 Verve.
Cooldown: 1 Turn.
Description: You cause a sphere of ultra dense water to quickly form around an opponent's arm or leg, crushing it, before quickly evaporating.
Effect: Deals 2d6+4 Damage, applies either Crippled (Leg) (+1 AP movement cost), or Crippled (Arm) (+1 AP attack cost) for 3 rounds.
Duration: Instant
Range: 30ft
Save: StrengthArea: None.
Rank 2 (4XP): +5ft Range, +1d6 Damage.
Rank 3 (4XP): +5ft Range, +1d6 Damage.
Evaporation Aura
Purchase Cost: 5XP
AP Cost: 3AP.
Verve Cost: 5, +1 Verve Per Turn Verve
Cooldown: 1 Turn
Description: An aura forms around you that causes intense evaporation. You gain immunity to Hydrosphere abilities, and your aura destroys lingering physical hydrosphere effects like Ice Slide. Furthermore, it causes living creatures within your aura's radius to rapidly dehydrate, slowing them while empowering your Hydrosphere Abilities.
Effect: Immunity: Hydrosphere. Destroys Hydrosphere Effects on contact. Applies Slow (All actions cost +1 AP). For each living enemy within range of your Aura, Hydrosphere Abilities which deal damage deal +1 Damage.
Duration: Toggle.
Range: Self
Save: NoneArea: All Adjacent Squares.
Rank 2 (5XP): +2 Increased Damage for each living target in Aura.
Rank 3 (5XP): +1 Increased Square Radius.
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