Hydrokinetic

Requirements: Mage 1, [I] 10+

You can manipulate the power of water.

Level 1. You gain the following spell:

Riptide: (MP cost 2, 2 TS) Target creature within 5 units (must have line of sight) must make a defense roll (your [I] or higher to succeed) or be moved up to 1-5 units towards you. (Your choice)

Level 2. Whenever you move a creature with a spell, you may have that creature take 1 damage for each unit it was moved. 

Level 3. You gain the following spell:

Maelstrom: (MP cost 3, 4 TS) You create a whirlpool centered on a point within 12 units., the whirlpool extends to a circular radius of 2 units. Creatures within the whirlpool when this spell is cast and at the beginning of each round must make a defense roll (your [I] or higher to succeed) or be pulled towards the center by one unit, any creature in the center of the whirlpool after this effect takes 3d6 damage. The whirlpool disappears after 3 round starts pass.

Ascendant Hydrokinetic

Ascendancy Requirements: Mage 3, Hydrokinetic 3

You have mastered the use of water magic beyond that of any normal mage.

Level 4. Whenever you cast the Riptide spell, you may have the creature move 1-5 units away from you instead of towards you.

Level 5. Whenever you move a creature with a spell, you may have it take an additional 1d4-1 damage for each space you moved it.

Level 6. You gain the following spell:

Aspect of Water: (MP cost 7, 1 TS) You begin channel your water magic into yourself. (target you) The spell lasts for 1 hour. (or 720 rounds) Until the spell ends, you may spends 1 TS to move a creature (range 8 units) 2 units as a maneuver on your turn, this movement need not end within your range. You may also move objects with this spell, you may move them within your range as though you had double your [V].  


Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.