Rivermancy

Elementalism - Aquamancy Ability The ability to control and manipulate bodies of liquid.

Water - Elementalism

XP Cost: 3   Prerequisites: Aquamancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 2 (Motions Excluded)
Range 30 Meters
Volume 200 Liters
Requirements 1 Free Hand
Sustain 2 ARP
Traits Visible, Audible

You can control and manipulate large amounts of water or high water content liquids.

Using a Motion: You can control, manipulate, redirect or move up to 10 meters up to 200 Liters of Water or Liquid within Range. 10 Liters of Water or liquid moved in this way can extinguish 1 meter of Fire or Flames. Large or smaller creatures engulfed by this volume of water must roll a Dexterity or Strength Saving Throw. The DC is equal to the caster’s Spell Save DC.

Creatures that Fail the Saving Throw are knocked prone

Creatures that Pass the Saving Throw are unaffected.

Waterwall: While within Range of a Source of a large volume of Water (200 Liters or more), expend an Action to Create a 10 Meter Wall of Water within Range. The Wall can be any shape you desire but each meter of wall must be adjacent to at least one other meter section of wall. The Waterwall imposes a -5 Penalty on all Ranged Attack and Damage Rolls made vs targets on the other side. Creatures can move Through the Wall by expending 3 Meters of Movement and Rolling and Passing a Strength Saving Throw with a DC equal to the caster’s Spell Save DC. The wall can be vaporized and destroyed by extreme heat.

Tidalwave: While within Range of a Source of a large volume of Water (200 Liters or more), expend an Action to target a 10 Meter Cone, starting adjacent to the Caster.

All creatures within the Area must roll a Dexterity or Strength Saving Throw. The DC is equal to the Caster’s Spell Save DC + 2.

Creatures that Fail the Saving Throw dealt 3d12 Blunt Damage and are knocked prone.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated Water Sources to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 10 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or increase the Damage this Ability deals by 1d12 Blunt Damage.