Hydromancy
From ElanVital
Contents |
Basic Facts
Colloquial name: Water Magic
Official name: Hydromancy
Most commonly used name: Hydromancy
Discovery: In 324, by Jacob Linden, the Proto-Elementalist.
Skill Definition: Hydromancy, also known as water magic, is the command/control over all liquid materials. Hydromancy's colloquial name led to a lot of confusion; people wondered why it took geomancy or 'earth magic' to make water when water magic was a separate power. Hence its official name was very quickly adopted into common use.
Hydromancy is not a particularly glamorous ability; lacking few flashy applications except in the hands of true masters, it is far better suited to the diligent and the careful.
Common Uses: Hydromancy sees little combative use, though the creative can conjure water masks over enemies' faces or summon corrosive acids to damage them. Mostly, hydromancers do fairly boring work of transmutations, watering plants and occasionally purifying wastewater. Hydromancy also sees use in the perfecting of various wines, crafting astronomically expensive brands from the already-superior Petakovan vintages.
Skills Potentially Scaled
Painting
Cooking
Sailing
Poisons
Chemistry
Horticulture
Rule Information
Rule Notes: Like all magical skills, the skill should only be rolled if it is not duplicating the effect of a mundane skill; if it is duplicating the effect of a mundane skill, roll that skill. For more information, read Magic.
Common Modifiers: Hydromancy is typically rolled at 0.
Combat Rules
Base Damage: 1
Bonus from Magic Combat?: Yes
Damage Type: Blunt (treat with Trauma Medicine).
Roll Result Chart
Terrible: Refill your own glass of water- magically.
Poor: Spontaneously dump about a bucket's worth of water on someone. Hold a useless but pretty globe of water together.
Mediocre: Separate liquids by density, purifying dirty water into pure. Control or create a bathtub's worth of water.
Fair: If rolling Chemistry modified by Hydromancy, transmute a small amount of liquid into another simple liquid.
Good: Control a small pond's worth of water; make very subtle adjustments to more complex liquids' structures. Make it rain in a 20 foot radius.
Great: If rolling Chemistry, transmute material into more complex structures, including even mimicked organic material.
Superb: Calm or create waves on the sea; instantly transmute a couple ounces of liquid at a time. Make it rain in a 50 foot radius.
Legendary: Calm or create tsunamis; make it rain in a 100 foot radius; create cohesive three-dimensional shapes or forms out of water that hold together even in motion.