Water Rites: Difference between revisions
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| level = 1 | | level = 1 | ||
| cast_time = 30 seconds | | cast_time = 30 seconds | ||
| Time to Deliver = 1 minute | |||
| duration = 1 minute, if ranged instantaneous | | duration = 1 minute, if ranged instantaneous | ||
| extension = 1 Water Flicker for ranged (Each Flicker also increases the rite level by 2) | | 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 | | 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. | | 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 | ||
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| level = 2 | | level = 2 | ||
| cost = 1 Water Flicker | | cost = 1 Water Flicker | ||
| Time to Deliver = 10 minutes | |||
| duration = 1 hour | | 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) | | 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) | ||
| Line 58: | Line 59: | ||
| sphere = Water | | sphere = Water | ||
| cast_time = 30 seconds | | cast_time = 30 seconds | ||
| Time to Deliver = 1 minute, instant if ranged | |||
| level = 1 | | level = 1 | ||
| extension = 1 water flicker for ranged effect | | extension = 1 water flicker for ranged effect | ||
Revision as of 05:49, 1 April 2026
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:
- 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.
Rites list
Crashing Wave*
Crashing Wave*Lvl 1
| Cast Time | 30 seconds |
|---|---|
| Duration | 1 minute, if ranged instantaneous |
| Range | Touch 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
Touch of Healing*
Touch of Healing*Lvl 1
| Cast Time | 30 seconds |
|---|---|
| Range | Touch 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 Time | 30 seconds |
|---|---|
| Cost | 1 Water Flicker |
| Duration | 1 hour |
| Range | Touch 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 Time | 30 seconds |
|---|---|
| Range | Touch 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.