WaterMage: { name: "Water Mage", abilities: [ { id: "water_mage_healing_waters", name: "Healing Waters", rank: "D", type: "Active", prereq: [], ap: 3, MP: 15, desc: "You channel mana into rejuvanating water. Roll (VIT + WIL) and restore HP equal to (HR+6) to yourself or an ally within 6 spaces." }, { id: "water_mage_ice_shard", name: "Ice Shard", rank: "D", type: "Active", prereq: [], ap: 3, MP: 10, desc: "You summon and hurl a shard of magical ice at an enemy. Make a spell attack using (WIL + INT) against a target’s MDF within 7 spaces. On hit, deal (HR + 6) cold damage and inflict (Crippled 3) until the end of the target’s next turn." }, { id: "water_mage_water_shield", name: "Water Shield", rank: "D", type: "Active", prereq: [], ap: 3, MP: 10, desc: "You summon a wall of protective water. Roll (WIL + INT) to create a water shield on yourself or an ally within 6 spaces. The shield has HP equal to (HR + 6) and lasts for 2 rounds or until destroyed.\n\nIf the shield is destroyed, any excess damage carries over to the protected target. Attacks that target DEF instead of MDF deal double damage to the shield.\n\nThe shield moves with the target it protects." }, { id: "water_mage_water_wall", name: "Water Wall", rank: "D", type: "Active", prereq: [], ap: 4, MP: 20, desc: "You summon forth a surging wall of water. Roll (WIL + AWA) to create a shapeable barrier of water up to 10 spaces within 6 spaces. The wall has HP equal to (HR + 6) and lasts for 2 rounds or until destroyed.\nIf the wall is created in a space occupied by a creature, make a ranged spell attack against that target using the original roll. On hit, inflict (Knockback 2) in a lateral direction of your choosing. On a critical success, inflict (Knockback 4) instead.\nThe wall obscures vision and its rushing currents disrupt projectiles. Any ranged attack made through the wall suffers (Trouble 2).\nPhysical attacks pass harmlessly through the wall and deal no damage to it. Magical attacks that pass through the wall must damage the wall first. Any excess damage is absorbed by the wall.\nEnemies attempting to move through the wall must succeed on a (MIG + MIG) roll against a TN equal to (your Water Mage level + your WIL Die). Allies may pass through the wall without a check.\nAny movement through the wall is considered Difficult Terrain." }, { id: "water_mage_water_ball", name: "Water Ball", rank: "D", type: "Active", prereq: [], ap: 3, MP: 10, desc: "Make a spell attack using (WIL+INT) against a target's MDF within 6 spaces. On hit deal (HR+6) water damage." }, { id: "water_mage_mist", name: "Mist", rank: "D", type: "Active", prereq: [], ap: 2, MP: 10, desc: "Create a 1 space radius mist cloud around you for 2 rounds. Creatures inside have (Trouble 1) on attack rolls and perception checks." }, { id: "water_mage_fog", name: "Fog", rank: "C", type: "Active", prereq: ["water_mage_mist"], ap: 3, MP: 15, desc: "Create a 4 space radius fog cloud within 12 spaces for 3 rounds. Creatures inside have (Trouble 1) on attack rolls and perception checks." }, { id: "water_mage_ice_shield", name: "Ice Shield", rank: "C", type: "Active", prereq: ["water_mage_water_shield"], ap: 3, MP: 20, desc: "Summon forth a shield of ice on yourself or an ally within 5 spaces. Using (WIL+INT) grant the shield health equal to (HR+8). This shield lasts 3 rounds or until destroyed. When a melee attackers succeed on a attack against someone with this shield they take your Water Mage level cold damage." }, { id: "water_mage_water_regen", name: "Water Regen", rank: "C", type: "Passive", prereq: ["water_mage_healing_waters"], ap: 0, MP: 0, desc: "Whenever you heal a creature, it regains additional HP equal to your Water Mage level at the start of its next turn for 2 turns." }, { id: "water_mage_ice_lance", name: "Ice Lance", rank: "C", type: "Active", prereq: ["water_mage_ice_shard"], ap: 3, MP: 15, desc: "Make a spell attack using (WIL+INT) against a target's MDF within 12 spaces of you. On hit deal (HR+10) cold damage and inflict (Rooted 2) until end of your next turn." }, { id: "water_mage_water_whip", name: "Water Whip", rank: "C", type: "Active", prereq: ["water_mage_water_ball"], ap: 3, MP: 15, desc: "Make a spell attack using (WIL+INT) against a target's MDF within 6 spaces of you. On hit deal (HR+10) water damage, you may inflict (Pull 2) or (Knockback 1)." }, { id: "water_mage_wave", name: "Wave", rank: "C", type: "Active", prereq: ["water_mage_water_wall"], ap: 3, MP: 15, desc: "Make a spell attack using (WIL+INT) against all targets' MDF in a 6 space cone starting from you. On hit deal (HR+6) water damage and inclict (knockback 4)." }, { id: "water_mage_flow", name: "Flow", rank: "B", type: "Passive", prereq: [], ap: 0, MP: 0, desc: "If you used a water mage ability last turn. Reduce the cost of your next water mage ability this turn by 5 MP." }, { id: "water_mage_rain", name: "Rain", rank: "B", type: "Active", prereq: ["water_mage_fog"], ap: 6, MP: 50, desc: "Create heavy rain in a 10 spaces radius within 100ft for 3 rounds. Enemies inside have -2 to ranged attacks. Fire damage inside is reduced by half. This rain lasts until the end of combat or it is dispelled" }, { id: "water_mage_ice_blade", name: "Ice Blade", rank: "B", type: "Active", prereq: ["water_mage_ice_lance"], ap: 1, MP: 15, desc: "Conjure an ice weapon for 3 rounds. Your melee attacks deal +HR cold damage. On crit, targets are inflicted with (crippled 2)." }, { id: "water_mage_flood", name: "Flood", rank: "B", type: "Active", prereq: ["water_mage_wave"], ap: 4, MP: 30, desc: "Make a spell attack using (WIL+INT) against all targets' MDFRoll (WIL+INT) deal (HR+12) damage in a 6 spaces radius within 80ft. Area becomes difficult terrain for 3 rounds. Targets that fail (AGI+VIT) save are knocked prone." }, { id: "water_mage_restorative_surge", name: "Restorative Surge", rank: "B", type: "Passive", prereq: ["water_mage_water_regen"], ap: 0, MP: 0, desc: "When you heal an ally, restore MP to them equal to half your Water Mage level rounded up." }, { id: "water_mage_crushing_current", name: "Crushing Current", rank: "B", type: "Passive", prereq: ["water_mage_water_whip"], AP: 0, MP: 0, desc: "Targets you inflict knockback or pull take additional damage equal to your Water Mage level." }, { id: "water_mage_ice_pallisade", name: "Ice Pallisade", rank: "B", type: "Active", prereq: ["water_mage_ice_shield"], ap 4, MP: 40, desc: "Create a 20ft long ice wall within 12 spaces. Wall has (HR+15) HP and lasts 3 rounds." }, { id: "water_mage_tsunami", name: "Tsunami", rank: "A", type: "Active", prereq: ["water_mage_flood"], ap: 6 MP: 50, desc: "Roll (WIL+INT) deal (HR+15) damage in a 12 spaces long, 20ft wide wave. Targets must save (MIGHT+VIT) or be swept 6 spaces and knocked prone. Terrain becomes difficult for 3 rounds." }, { id: "water_mage_blizzard", name: "Blizzard", rank: "A", type: "Active", prereq: ["water_mage_rain"], ap: 6, MP: 60, desc: "Choose a point within 15 spaces and summon a storm of ice, snow, and sleet in a 6-space radius. Blizzard lasts for 4 rounds and the area is Difficult Terrain.\n\nWhen Blizzard is cast, make a spell attack using (WIL+INT) against all targets' MDF in the area. On hit, deal (HR+12) cold damage and inflict (Crippled 4) and (Frostbite 6) for 4 rounds.\n\nCreatures that start their turn within the area are inflicted with (Crippled 3) and (Frostbite 3) until the start of their next turn." }, { id: "water_mage_water_prison", name: "Water Prison", rank: "A", type: "Active", prereq: ["water_mage_crushing_current"], ap: 5, MP: 50, desc: "Make a melee spell attack using (WIL+INT) against a target's DEF. On hit, trap the target inside a sphere of water for 3 rounds. The Water Prison has HP equal to (HR+20). While trapped, the target cannot move.\n\nMelee attacks may target the trapped creature directly and are made with Edge 1. Melee attacks do not damage the Water Prison.\n\nSpell attacks and ranged attacks strike the Water Prison first. If the prison remains intact, the trapped creature takes no damage. Excess damage dealt to the prison carries over to the trapped creature.\n\nSpecial Rules: At the end of each of its turns, the trapped creature may spend 6 AP to attempt to break free using (MIGHT+VIT) against a TN equal to your Water Mage level + your WIL die. If successful, the Water Prison is destroyed and the target is freed. Targets larger than you gain Edge 1 on this roll for each size category they are larger than you. Targets smaller than you suffer Trouble 1 for each size category they are smaller than you." }, { id: "water_mage_waters_of_life", name: "Waters of Life", rank: "A", type: "Active", prereq: ["water_mage_restorative_surge"], ap: 0, MP: 60, desc: "Choose up to 3 allies within 12 spaces. Heal each for (HR+15). Remove 1 debuff condition from each healed target." }, { id: "water_mage_frozen_domain", name: "Frozen Domain", rank: "A", type: "Passive", prereq: ["water_mage_ice_pallisade"], MP: "-", desc: "Whenever you deal cold damage, reduce enemy Speed by 1 (stacks up to -5)." }, { id: "water_mage_oceans_battery", name: "Ocean’s Battery", rank: "A", type: "Passive", prereq: ["water_mage_waters_of_life"], MP: "-", desc: "Gain +20 MP. When you heal a creature above max HP, excess becomes a barrier (max barrier = Water Mage level x 2)." }, { id: "water_mage_endless_rain", name: "Endless Rain", rank: "S", type: "Active", prereq: ["water_mage_blizzard", "water_mage_tsunami"], ap: 8, MP: 100, desc: "Create a storm in a 10 radius space within 110 spaces for 5 rounds. Each round enemies take (HR+18) damage and must save (AGI+VIT) or be Slowed and unable to take reactions. Fire effects are extinguished automatically." }, { id: "water_mage_absolute_zero", name: "Absolute Zero", rank: "S", type: "Active", prereq: ["water_mage_frozen_domain", "water_mage_blizzard"], ap: 8, MP: 120, desc: "Roll (WIL+INT) deal (HR+20) cold damage in a 6 spaces radius within 120ft. Targets that fail (VIT+WIL) save are Frozen (stunned) for 1 round." }, { id: "water_mage_tides_of_immortality", name: "Tides of Immortality", rank: "S", type: "Passive", prereq: ["water_mage_waters_of_life", "water_mage_oceans_battery"], AP: 0, MP: 0, desc: "Once per battle, when an ally within 12 spaces hits 0 HP, they a instantly heal (HR+15)." } ] },