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The Water sphere resonances can be found [[Sphere Resonances#Water|here]].
== Overload ==
== Overload ==
 
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Water sphere. Some examples include:
Overload: In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Water sphere. Some examples include:


* You feel yourself slowly liquifying and your flesh becoming ooze-like.
* You feel yourself slowly liquifying and your flesh becoming ooze-like.
* Your body is frozen by extreme cold and begins to crack and shatter apart.
* Your body is frozen by extreme cold and begins to crack and shatter apart.
* You can only breathe underwater, and drown in Air like a fish.
* You can only breathe underwater, and drown in air like a fish.
* Controlling your own body becomes a secret you Forget. Making your organs keep functioning requires great conscious willpower.
* Controlling your own body becomes a secret you forget. Making your organs keep functioning requires great conscious willpower.
 
== Spellweaver Effects ==
A Spellweaver can call upon the power of the Water sphere to perform a 10 second Rite that allows them to check for non-mechanical poisons and purify mildly contaminated water to make it drinkable (only use OC drinkable water for this).
 
== Ritecaller Effects ==
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol '''*''' has its 30 second cast time reduced to 10 seconds.


== Rites list ==
== Rites list ==


{{SkillCard
{{SkillCard
|name=Secrets of the Depths
| name = Crashing Wave*
|level=1
| sphere = Water
|cast_time=30 seconds
| level = 1
|duration=5 minutes
| cast_time = 30 seconds
|extension=Every Flicker of Water expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)
| time_to_deliver = 1 minute, if ranged instantaneous
|range=Touch through foci
| duration = 1 minute, if ranged instantaneous
|effect=This rite allows the Weaver to hide one target from view. The effect lasts up to 5 minutes or until the target breaks it by moving, using abilities, or speaking while under the effect. The target does not need to actively hide, but they cannot remain standing in open ground. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the target must hold a closed fist in the air.
| extension = 1 Water Flicker for ranged (Each Flicker also increases the rite level by 2)
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres
| effect = The weaver may call Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.
}}
}}
{{SkillCard
{{SkillCard
|name=Biting Frost
| name = Restorative Burst*
|level=3
| sphere = Water
|cast_time=30 seconds
| cast_time = 30 seconds
|duration=Instantaneous
| time_to_deliver = Instantaneous
|extension=Every Flicker of Water expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)
| level = 1
|range=10 metres
| extension = This rite cannot be extended
|effect=The Weaver may call '''Stun''' on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = The Weaver may call [[Rules/Calls#Mend|Mend]] on the target item.
}}
}}
{{SkillCard
{{SkillCard
|name=Calming Waters
| name = Touch of Healing*
|level=3
| sphere = Water
|cast_time=2 minutes
| cast_time = 30 seconds
|duration=Until Sunrise
| time_to_deliver = Instantaneous
|cost=1 Water Flicker
| level = 1
|extension=This rite cannot be extended
| extension = This rite cannot be extended
|range=Touch
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
|effect=Using this Rite a Weaver can empower a space such as a tent to continuously restore '''Hit points'''. Anyone within the designated space will restore their entire '''Hit Points''' pool over 10 minutes. ''This doesn’t cure poisons or traumatic wounds ''<br /> If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.<br /> This Rite lasts until sunrise the next day at which point it will need to be refreshed.<br /> This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).<br /> A Tent may only have 1 Rite that applies a restoration effect to a resource pool (Hit points, Vigour, Focus). A Tent may also have 1 Weaving effect in addition to a Rite Effect.
| effect = The Weaver may call [[Rules/Calls#’ve Seen Worse|I’ve Seen Worse]] on the target, healing them from critical state to 1 hit point.
}}
}}
{{SkillCard
{{SkillCard
|name=Elixir of Life
| name = Drowning Argument (Hex)
|level=4
| sphere = Water
|cast_time=1 minute
| cast_time = 30 seconds
|duration=5 minutes
| level = 2
|extension=Every [[Resources#Flicker|Flicker]] of Water expended in the rite increases the duration by 5 minutes - (Each Flicker also increases the rite level by 2)
| cost = 1 Water Flicker
|range=Touch through foci
| time_to_deliver = 10 minutes
|effect=Water sustains life, and all creatures drink to ward away their end. This rite fills three targets with additional life and sustenance. The target’s increase their maximum hit points by +2 for 5 minutes. When the duration ends, their maximum returns to normal but their current hit points remain unchanged (or reduced to their normal maximum if above that value). This rite’s duration may be extended with the use of components. If multiple castings of this rite target the same character, the benefit does not go above +2 but they may use the longer duration.
| duration = 1 hour
| extension = Every extra Flicker of Water expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could chose to go into overload.
Hex Options:
– Various parts of your body start to itch, as if you are healing from a wound.
– You occasionally experience sea legs as your gait becomes wobbly, as if walking on waves.
}}
}}
{{SkillCard
{{SkillCard
|name=Purifying River
| name = Depth´s Disorientation
|level=4
| sphere = Water
|cast_time=30 seconds
| cast_time = 30 seconds
|duration=Instantaneous
| time_to_deliver = 1 minute, instant if ranged (Each Flicker also increases the rite level by 2)
|extension=This rite cannot be extended
| level = 1
|range=Touch through foci
| extension = 1 water flicker for ranged effect
|effect=The river carries all detritus away, and the tides wash the shores clean. By weaving Water through their foci, the Weaver sends a wave of Water through their target, washing out any impurities and toxins with the call ‘Antidote’.
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = The Weaver may charge their focus and call Stun on one target within one minute, or if ranged may call [[Rules/Calls#Stun|Stun]] on 1 target within 10 meters of the weaver at the end of the rite. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.
}}
}}
== Spellweaver Rites ==
{{SkillCard
{{SkillCard
|name=Healing Aura
| name = Secret of the Depths
|level=5
| sphere = Water
|cast_time=30 seconds
| cast_time = 30 seconds
|duration=Instantaneous
| time_to_deliver = 1 minute
|extension=This rite cannot be extended
| level = 1
|range=10 metres
| duration = 5 minutes
|effect=The tide rises and falls, but the ocean is without end. A skilled Weaver can seize control of the Water inside any living being and raise it back to high tide in a moment, taking them from the brink of death to the fullness of life. This Rite allows you to call [[Damage and Game Effects#Full_heal|Full Heal]] to restore all a targets hits.
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1 (Each Flicker also increases the rite level by 2)
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = This rite allows the Weaver to hide one target from view. The effect lasts up to 5 minutes or until the target breaks it by moving, using abilities, or speaking while under the effect. The target does not need to actively hide, but they cannot remain standing in open ground. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the target must hold a closed fist in the air.
}}
}}
{{SkillCard
| name = Calming Waters
| sphere = Water
| cast_time = 2 minutes
| time_to_deliver = Instantaneous
| level = 3
| cost = 1 Water Flicker
| duration = Until Sunrise
| extension = This rite cannot be extended
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = Using this Rite a Weaver can empower a space such as a tent to continuously restore Hit points. Anyone within the designated space will restore their entire Hit Points pool over 10 minutes. This doesn’t cure poisons or traumatic wounds.
If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.
This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).
A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.
}}
{{SkillCard
| name = Purifying River
| sphere = Water
| cast_time = 30 seconds
| time_to_deliver = Instantaneous
| level = 4
| extension = This rite cannot be extended
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect = The river carries all detritus away, and the tides wash the shores clean. By weaving Water through their focus, the Weaver sends a wave of Water through their target, washing out any impurities and toxins with the call [[Rules/Calls#Antidote|Antidote]].
}}
== Ritecaller Rites ==
{{SkillCard
| name = Grasping Tide
| sphere = Water
| cast_time = 30 seconds
| time_to_deliver = Instantaneous
| level = 1
| extension = This rite cannot be extended
| range = 10 metres
| effect =  The weaver may call [[Rules/Calls#Ensnare|Ensnare]] on one target within 10 metres.
}}
{{SkillCard
| name = Ocean's Blessing
| sphere = Water
| cast_time = 30 seconds
| time_to_deliver = Instantaneous
| duration = 1 minute
| level = 3
| extension = This rite cannot be extended
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect =  The Weaver grants one use of [[Rules/Calls#Regeneration|Regeneration]] to the target, which must be used within the next minute. You cannot target someone in critical state with this rite.
}}
{{SkillCard
| name = Gathered Frost
| sphere = Water
| cast_time = 1 minute
| time_to_deliver = instantaneous
| duration = 1 minute
| level = 4
| extension = This rite cannot be extended
| range = 10 metres
| effect =  The Weaver may call [[Rules/Calls#Stun|Stun]]  on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.
}}
{{SkillCard
| name = Healing Aura
| sphere = Water
| cast_time = 30 seconds
| time_to_deliver = instantaneous
| level = 4
| extension = This rite cannot be extended
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect =  The tide rises and falls, but the ocean is without end. A skilled Weaver can seize control of the Water inside any living being and raise it back to high tide in a moment, taking them from the brink of death to the fullness of life. This Rite allows you to call [[Rules/Calls#Full_Heal|Full Heal]] to restore all of a target’s hits.
}}
{{SkillCard
| name = Flood of Healing
| sphere = Water
| cast_time = 1 minute
| time_to_deliver = Instantaneous
| level = 5
| extension = Every Flicker of Water expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]
| effect =  The Weaver may call [[Rules/Calls#Full_Heal|Full Heal]] on 3 targets within 1 meter of each other. The targets must remain within touch range of the weaver for the entire cast time.
}}
[[Category:Weaving Skills]]
[[Category:Weaving Skills]]
[[Category:Rules]]
[[Category:Rules]]
[[Category:Menhirs Fate Wiki]]
[[Category:Menhirs Fate Wiki]]

Latest revision as of 15:51, 5 April 2026

The Water sphere resonances can be found here.

Overload

In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Water sphere. Some examples include:

  • You feel yourself slowly liquifying and your flesh becoming ooze-like.
  • Your body is frozen by extreme cold and begins to crack and shatter apart.
  • You can only breathe underwater, and drown in air like a fish.
  • Controlling your own body becomes a secret you forget. Making your organs keep functioning requires great conscious willpower.

Spellweaver Effects

A Spellweaver can call upon the power of the Water sphere to perform a 10 second Rite that allows them to check for non-mechanical poisons and purify mildly contaminated water to make it drinkable (only use OC drinkable water for this).

Ritecaller Effects

Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol * has its 30 second cast time reduced to 10 seconds.

Rites list

Crashing Wave*

Crashing Wave*Lvl 1




Cast Time30 seconds
Time to Deliver1 minute, if ranged instantaneous
Duration1 minute, if ranged instantaneous
RangeTouch through Focus, if ranged 10 metres
Extension: 1 Water Flicker for ranged (Each Flicker also increases the rite level by 2)
The weaver may call Water Blast on their next hit with their focus. When used at range this lets the user call Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.

Restorative Burst*

Restorative Burst*Lvl 1





Cast Time30 seconds
Time to DeliverInstantaneous
RangeTouch through Focus
Extension: This rite cannot be extended
The Weaver may call Mend on the target item.

Touch of Healing*

Touch of Healing*Lvl 1





Cast Time30 seconds
Time to DeliverInstantaneous
RangeTouch through Focus
Extension: This rite cannot be extended
The Weaver may call I’ve Seen Worse on the target, healing them from critical state to 1 hit point.

Drowning Argument (Hex)

Drowning Argument (Hex)Lvl 2



Cast Time30 seconds
Time to Deliver10 minutes
Cost1 Water Flicker
Duration1 hour
RangeTouch through Focus
Extension: Every extra Flicker of Water expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)
To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.

If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could chose to go into overload. Hex Options: – Various parts of your body start to itch, as if you are healing from a wound.

– You occasionally experience sea legs as your gait becomes wobbly, as if walking on waves.

Depth´s Disorientation

Depth´s DisorientationLvl 1





Cast Time30 seconds
Time to Deliver1 minute, instant if ranged (Each Flicker also increases the rite level by 2)
RangeTouch through Focus
Extension: 1 water flicker for ranged effect
The Weaver may charge their focus and call Stun on one target within one minute, or if ranged may call Stun on 1 target within 10 meters of the weaver at the end of the rite. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.

Spellweaver Rites

Secret of the Depths

Secret of the DepthsLvl 1




Cast Time30 seconds
Time to Deliver1 minute
Duration5 minutes
RangeTouch through Focus
Extension: Every Flicker of Water expended in the rite increases the number of targets by 1 (Each Flicker also increases the rite level by 2)
This rite allows the Weaver to hide one target from view. The effect lasts up to 5 minutes or until the target breaks it by moving, using abilities, or speaking while under the effect. The target does not need to actively hide, but they cannot remain standing in open ground. This effect does not grant resistance to mass effects, the target is still considered present. To indicate they are under this rite, the target must hold a closed fist in the air.

Calming Waters

Calming WatersLvl 3



Cast Time2 minutes
Time to DeliverInstantaneous
Cost1 Water Flicker
DurationUntil Sunrise
RangeTouch through Focus
Extension: This rite cannot be extended
Using this Rite a Weaver can empower a space such as a tent to continuously restore Hit points. Anyone within the designated space will restore their entire Hit Points pool over 10 minutes. This doesn’t cure poisons or traumatic wounds.

If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent. This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).

A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.

Purifying River

Purifying RiverLvl 4





Cast Time30 seconds
Time to DeliverInstantaneous
RangeTouch through Focus
Extension: This rite cannot be extended
The river carries all detritus away, and the tides wash the shores clean. By weaving Water through their focus, the Weaver sends a wave of Water through their target, washing out any impurities and toxins with the call Antidote.

Ritecaller Rites

Grasping Tide

Grasping TideLvl 1





Cast Time30 seconds
Time to DeliverInstantaneous
Range10 metres
Extension: This rite cannot be extended
The weaver may call Ensnare on one target within 10 metres.

Ocean's Blessing

Ocean's BlessingLvl 3




Cast Time30 seconds
Time to DeliverInstantaneous
Duration1 minute
RangeTouch through Focus
Extension: This rite cannot be extended
The Weaver grants one use of Regeneration to the target, which must be used within the next minute. You cannot target someone in critical state with this rite.

Gathered Frost

Gathered FrostLvl 4




Cast Time1 minute
Time to Deliverinstantaneous
Duration1 minute
Range10 metres
Extension: This rite cannot be extended
The Weaver may call Stun on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.

Healing Aura

Healing AuraLvl 4





Cast Time30 seconds
Time to Deliverinstantaneous
RangeTouch through Focus
Extension: This rite cannot be extended
The tide rises and falls, but the ocean is without end. A skilled Weaver can seize control of the Water inside any living being and raise it back to high tide in a moment, taking them from the brink of death to the fullness of life. This Rite allows you to call Full Heal to restore all of a target’s hits.

Flood of Healing

Flood of HealingLvl 5





Cast Time1 minute
Time to DeliverInstantaneous
RangeTouch through Focus
Extension: Every Flicker of Water expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)
The Weaver may call Full Heal on 3 targets within 1 meter of each other. The targets must remain within touch range of the weaver for the entire cast time.