Blog for worldbuilding and organizing ideas, mechanics, and lore around my TTRPG named Wounds of Eler. Set in a retrofuturistic solarpunk world drenched in eldritch horror elements. Heroes must rise up to the challenge to figure out what ails planet Eler and find a way to heal the world lest all be consumed by a strange spreading sickness. Starring 10 playable races and 15 classes to choose from.
29 May 2024
Magic : Water
A grimoire of duality. Soothing like the gloaming rivulet and devastating like the roaring waves. What secrets lie beneath the surface within the deep dark fathoms? The unseen abyss from whence all primordial creatures have once crawled out.
An adept of Water magic is called a hydromancer.
Water Magic deals Cold damage and may inflict the Frostbite or Frozen debuff.
BASIC SPELLS
Starting at LVL5, all ice spells have a 10% chance to inflict the Frostbite debuff.
Frostbite : Debuff. Biting cold seeps into your flesh. All actions now cost -3 STAM. SPD reduced by 50%. At the end of every turn, suffer 5 Cold dmg. You must spend 5 turns near a heat source to remove this debuff.
Ice Lance
Blizzard
Sleet
High Tide
Water Breathing
Refreshing Mist
Freeze
Magic debuff LVL5.
Frostbite
Debuff LVL5.
Vortex
Tsunami
PERKS
ULTIMATE SPELLS
ULTIMATE PERKS
Cold Blooded
You can no longer suffer from Frostbite or be Frozen. Low temperature no longer affects you. Icy terrain no longer makes you slip. You are no longer impeded in snow. All ice spells have their MP cost reduced by -2. All ice spells now have a 30% chance to Freeze the target.
COMBINATION SPELLS
Conjurers can join forces together to combine their spells to devastating effects. They can also receive aid from adepts of Communion magic (life, death, blood, cosmic) for truly unique spells. When a spell calls for a specific stat in its calculation, it utilizes both casters' stat, making some quite devastating.
Water + Water = Flashflood
Swipe all targets away. Those who fail a saving throw will drown.
Water + Earth = Mudslide
All those affected will have their speed negated for 5 turns and will not be able to move away from their current position.
Water + Wind = Conduction
Electrocute all targets, causing ATU+20 Lightning damage. This attack has a 80% chance to paralyze all targets for 2 turns.
Water + Fire = Frostfire Lahar
A wave of ice and a wave of lava crash into each other. All enemies suffer ATUx15 Cold and Heat dmg.
Water + Life = Healing Rain
All allies heal for 1D10 every turn for 5 turns. Unholy enemies burn for 1D10 damage every turn for 5 turns.
Water + Death =
Water + Blood =
Water + Cosmic = Ancient Awakening
An extremely dangerous spell. Open a portal through water to the undersea realm of an elder god. Eldritch tentacles grasp all enemies, dragging them to their death through the portal. The entire party suffers -15 SAN from witnessing such horror.