Hydromancy

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Key Ability: Shard of Ice

34 Abilities

1: Gift of Hydromancy; Shard of Ice I; Chill I

2: Protection From Cold I; Slowing Shards I

3: Jet of Water I; Frostfall I

4: Hydromantic Defenses I; Sphere of Water I

5: Shard of Ice II

6: Chill II; Hydromancer's Boon

7: Protection From Cold II; Slowing Shards II

8: Shattering Shards I; Jet of Water II; Frostfall II

9: Hydromantic Defenses II; Sphere of Water II

10: Shard of Ice III

11: Chill III

12: Protection From Cold III

13: Shattering Shards II; Jet of Water III; Frostfall III

14: Hydromantic Defenses III; Sphere of Water III

15: Shard of Ice IV

16: Chill IV

17: Protection From Cold IV

18: Frostfall IV

19: Hydromantic Defenses IV; Sphere of Water IV

20: Charybdis

Gift of Hydromancy

Ability Type: Inherent Hydromantic

Requirements: MAG 0

Ability Cost: 3 Effect: The character gains access to the Hydromancy ability tree and gains Resist Fire 20. Whenever a character casts a hydromantic spell, on a critical miss, there is a misfire which deals an amount of damage equal to 1/2 the amount of mana spent on the spell to all creatures in a 2-hex burst (including the caster) and knocks them prone. The spell fails.

Shard of Ice I

Ability Type: Hydromantic Cantrip

Requirements: Gift of Hydromancy

Ability Cost: 1

Action Point Cost: 5

Range: 5 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One creature. Hit: 22 + FOR cold damage and target is hindered 5 for 1 round. Critical Property hindered 10 for 2 rounds

Note: Shards of Ice may be used as ranged basic attacks.

Shard of Ice II

Ability Type: Hydromantic Cantrip

Requirements: Shard of Ice; Level 5

Ability Cost: 1

Action Point Cost: 4

Range: 5 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One creature. Hit: 30 + FOR cold damage and target is hindered 5 for 2 rounds, critical property hindered 10 for 2 rounds

Note: Shards of Ice may be used as ranged basic attacks.

Shard of Ice III

Ability Type: Hydromantic Cantrip

Requirements: Shard of Ice; Level 10

Ability Cost: 1

Action Point Cost: 6

Range: 5 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One creature. Hit: 50 + FOR cold damage and target is hindered 10 for 2 rounds. Critical property, hindered 15 for 2 rounds.

Note: Shards of Ice may be used as ranged basic attacks.

Shard of Ice IV

Ability Type: Hydromantic Cantrip

Requirements: Shard of Ice; Level 15

Ability Cost: 1

Action Point Cost: 5

Range: 5 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One creature. Hit: 63 + FOR cold damage and target is hindered 15 for 2 rounds. Critical property, hindered 20 for 2 rounds

Note: Shards of Ice may be used as ranged basic attacks.

Shattering Shards I

Ability Type: Hydromantic Shard of Ice Transmutation

Requirements: Shard of Ice II; Level 8

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 51

Effect: For the rest of the character's turn, any time he hits an enemy with Shard of Ice, he deals 1/4 the Shard of Ice damage to all enemies within 1 hex of the target.

Shattering Shards II

Ability Type: Hydromantic Shard of Ice Transmutation

Requirements: Shattering Shards I; Shard of Ice III; Level 13

Ability Cost: 1

Action Point Cost: 5

Mana Cost: 66

Effect: For the rest of the character's turn, any time he hits an enemy with Shard of Ice, he deals 1/2 the Shard of Ice damage to all enemies within 1 hex of the target.

Slowing Shards I

Ability Type: Hydromantic Shard of Ice Transmutation

Requirements: Shard of Ice I; Level 2

Ability Cost: 1

Action Point Cost: 5

Mana Cost: 33

Effect: For the rest of the character's turn, any time he hits an enemy with Shard of Ice, he also makes the target slowed 1.

Slowing Shards II

Ability Type: Hydromantic Shard of Ice Transmutation

Requirements: Shard of Ice II; Slowing Shards I; Level 7

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 48

Effect: For the rest of the character's turn, any time he hits an enemy with Shard of Ice, he can choose to make the target slowed 2 or immobilized 1.

Hydromantic Defenses I

Ability Type: Hydromantic Enhancement

Requirements: Gift of Hydromancy; Level 4

Ability Cost: 2

Effect: The character gains resist 30 cold.

Hydromantic Defenses II

Ability Type: Hydromantic Enhancement

Requirements: Hydromantic Defenses I; Level 9

Ability Cost: 2

Effect: The character gains resist 40 cold.

Hydromantic Defenses III

Ability Type: Hydromantic Enhancement

Requirements; Hydromantic Defenses II; Level 14

Ability Cost: 2

Effect: The character is cold immune.   Hydromantic Defenses IV

Ability Type: Hydromantic Enhancement

Requirements; Hydromantic Defenses III; Level 19

Ability Cost: 2

Effect: Whenever the character would take cold damage, he instead regains PBS equal to 1/2 the amount of damage he would have taken, before applying the effects of any Resistances.

Protection from Cold I

Ability Type: Hydromantic Evocation

Requirements: Gift of Hydromancy; Level 2

Ability Cost: 1

Action Point Cost: 5

Mana Cost: 33

Range: 10 hexes.

Target: One ally within range.

Hit: Target gains resist 25 cold for 5 rounds.

Protection from Cold II

Ability Type: Hydromantic Evocation

Requirements: Protection from Cold I; Level 7

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 48

Range: 10 hexes.

Target: One ally within range. Hit: Target gains resist 35 cold for 5 rounds.

  Protection from Cold III

Ability Type: Hydromantic Evocation

Requirements: Protection from Cold II; Level 12

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 63

Range: 10 hexes.

Target: One ally within range.

Hit: Target gains immune cold for 5 rounds.

Protection from Cold IV

Ability Type: Hydromantic Evocation

Requirements: Hydromantic Defenses II; Protection from Cold III; Level 17

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 78

Range: 10 hexes.

Target: All allies within range.

Hit: Target gains resist 55 cold for 5 rounds.

Jet of Water I

Ability Type: Hydromantic Evocation

Requirements: Gift of Hydromancy; Level 3

Ability Cost: 1

Action Point Cost: 4

Mana Cost: 36

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One enemy in range.

Hit: Target is knocked prone.

Jet of Water II

Ability Type: Hydromantic Evocation

Requirements: Jet of Water I; Level 8

Ability Cost: 1

Action Point Cost: 5

Mana Cost: 51

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One enemy in range. Hit: Target is pushed 2 hexes and knocked prone.

Jet of Water III

Ability Type: Hydromantic Evocation

Requirements: Jet of Water II; Level 13

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 66

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: One enemy in range.

Hit: Target is pushed 4 hexes and knocked prone

Chill I

Ability Type: Hydromantic Evocation

Requirements: Gift of Hydromancy

Ability Cost: 1

Action Point Cost: 3

Mana Cost: 30

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Will MagRes

Target: One unit in range.

Hit: Target is hindered 5 for 4 rounds

Chill II

Ability Type: Hydromantic Evocation

Requirements: Chill I;Level 6

Ability Cost: 1

Action Point Cost: 4

Mana Cost: 45

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Will MagRes

Target: One unit in range.

Hit: Target is hindered 10 for 4 rounds.

  Chill III

Ability Type: Hydromantic Evocation

Requirements: Chill II; Level 11

Ability Cost: 1

Action Point Cost: 5

Mana Cost: 60

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Will MagRes

Target: One unit in range.

Hit: Target is hindered 15 for 4 rounds

Chill IV

Ability Type: Hydromantic Evocation

Requirements: Chill III; Level 16

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 94

Range: 10 hexes.

To-Hit: FOR + MagFoc vs. Will MagRes

Target: One unit in range.

Hit: Target is hindered 10 for 1 round. At the start of the caster's next turn, he makes a secondary attack for no additional action points.

Secondary Target: The same target.

Secondary To-Hit: FOR + MagFoc vs. Will MagRes

Secondary Hit: Target is restrained 2.

Frostfall I

Ability Type: Hydromantic Evocation

Requirements: Gift of Hydromancy; Level 3

Ability Cost: 1

Action Point Cost: 6

Mana Cost: 60

Range: Area burst 1 within 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: All units in range.

Hit: 33 + FOR cold damage.

Effect: Creates a zone of difficult terrain that lasts until the start of the character's next turn and can be sustained 2 indefinitely.

Frostfall II

Ability Type: Hydromantic Evocation

Requirements: Frostfall I; Level 8

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 85

Range: Area burst 2 within 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: All units in range.

Hit: 45 + FOR cold damage.

Effect: Creates a zone of difficult terrain that lasts until the start of the character's next turn and can be sustained 2 indefinitely.

Frostfall III

Ability Type: Hydromantic Evocation

Requirements: Frostfall II; Level 13

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 110

Range: Area burst 2 within 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: All units in range.

Hit: 58 + FOR cold damage.

Effect: Creates a zone of difficult terrain that lasts until the start of the character's next turn and can be sustained 4 indefinitely.Any unit that starts its turn in the zone is hindered 5 for 1 round and takes 33 cold damage.

Frostfall IV

Ability Type: Hydromantic Evocation

Requirements: Frostfall III; Level 18

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 135

Range: Area burst 2 within 10 hexes.

To-Hit: FOR + MagFoc vs. Dodge

Target: All units in range.

Hit: 70 + FOR cold damage.

Effect: Creates a zone of difficult terrain that lasts until the start of the character's next turn and can be sustained 4 indefinitely.Any unit that starts its turn in the zone is hindered 10 for 1 round and takes 48 cold damage.

Sphere of Water I

Ability Type: Hydromantic Evocation

Requirements: Gift of Hydromancy; Level 4

Ability Cost: 1

Action Point Cost: 7

Mana Cost: 65

Range: 10 hexes.

Target: 1 unoccupied hex within range. Effect: Creates a medium sphere of water in that hex.The caster may move the sphere of water as though it had the caster's own SPD, and the sphere lasts until the end of the caster's next turn, though it can be sustained 6 indefinitely.Whenever the caster moves the sphere into a hex occupied by another unit, he makes a FOR + MagFoc vs. Dodge attack.If he hits, the unit is grappled by the sphere, which has an Acrobatics and Athletics equal to the caster's MAG + MagFoc -10. At the beginning of the unit's turn, if it is grappled by the sphere, it takes 35 + FOR damage and is hindered 5 for 1 round.

Sphere of Water II

Ability Type: Hydromantic Evocation

Requirements: Sphere of Water I; Level 9

Ability Cost: 1

Action Point Cost: 8

Mana Cost: 90

Range: 10 hexes.

Target: 1 unoccupied hex within range.

Effect: As Sphere of Water I, except that the sphere's Acrobatics and Athletics are increased to MAG + MagFoc +0, and the attack does 48 + FOR damage and makes the target hindered 10 for 1 round.

Sphere of Water III

Ability Type: Hydromantic Evocation

Requirements: Sphere of Water II; Level 14

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 115

Range: 10 hexes.

Target: 1 unoccupied hex within range.

Effect: As Sphere of Water II, except that the attack does 60 + FOR damage and makes the target hindered 10 for two rounds

Sphere of Water IV

Ability Type: Hydromantic Evocation

Requirements: Sphere of Water II; Level 19

Ability Cost: 1

Action Point Cost: 9

Mana Cost: 140

Range: 10 hexes.

Target: 1 unoccupied hex within range.

Effect: As Sphere of Water II, except that the attack does 73 + FOR damage and makes the target stunned 10 for two rounds

Hydromancer's Boon

Ability Type: Hydromantic Enhancement

Requirements: Gift of Hydromancy; Level 6

Ability Cost: 2

Effect: Character gains a +10 to damage on all cold spells, regardless of school

Charybdis

Ability Type: Hydromantic Evocation

Requirements: Shard of Ice IV; Sphere of Water IV; Level 20

Ability Cost: 2

Action Point Cost: 14

Mana Cost: 435

Range: Burst 6 within 30 hexes.

Targets: All creatures within burst.

Effect: Creates a massive whirlpool of water which is considered difficult terrain. The whirlpool lasts until the end of the caster's next turn, but it can be sustained 12 indefinitely. In order to move at all in the whirlpool, a unit must pass an Acrobatics or Athletics check against 28.If he fails, he expends his action point but does not move. At the beginning of the caster's turn, all units within the whirlpool take 75 + FOR damage and must pass an Acrobatics or Athletics check against the caster's MAG + MagFoc or be pulled three squares towards the center of the whirlpool.Any unit in the center burst 1 of the whirlpool does not take 75 + FOR damage-- instead, he takes 135 + FOR cold damage

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