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
Secrets of the Depths
Cast time: 30 seconds
Level: 1
Duration: 5 minutes
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 foci
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.
Biting Frost
Cast time: 30 seconds
Level: 3
Duration: 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)
Range: 10 metres
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.
Calming Waters
Cast time: 2 minutes
Level: 3
Duration: Until Sunrise
Cost: 1 Water Flicker
Extension: This rite cannot be extended
Range: Touch
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 any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent. This Rite lasts until sunrise the next day at which point it will need to be refreshed. This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc). 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.
Elixir of Life
Cast time: 1 minute
Level: 4
Duration: 5 minutes
Extension: Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)
Range: Touch through foci
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.
Purifying River
Cast time: 30 seconds
Level: 4
Duration: Instantaneous
Extension: This rite cannot be extended
Range: Touch through foci
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’.
Healing Aura
Cast time: 30 seconds
Level: 5
Duration: Instantaneous
Extension: This rite cannot be extended
Range: 10 metres
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 right allows you to call Full Heal to restore all a targets hits.
Water Rites
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:
Rites list
Secrets of the Depths
Cast time: 30 seconds
Level: 1
Duration: 5 minutes
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 foci
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.
Biting Frost
Cast time: 30 seconds
Level: 3
Duration: 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)
Range: 10 metres
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.
Calming Waters
Cast time: 2 minutes
Level: 3
Duration: Until Sunrise
Cost: 1 Water Flicker
Extension: This rite cannot be extended
Range: Touch
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 any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.
This Rite lasts until sunrise the next day at which point it will need to be refreshed.
This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).
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.
Elixir of Life
Cast time: 1 minute
Level: 4
Duration: 5 minutes
Extension: Every Flicker of Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)
Range: Touch through foci
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.
Purifying River
Cast time: 30 seconds
Level: 4
Duration: Instantaneous
Extension: This rite cannot be extended
Range: Touch through foci
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’.
Healing Aura
Cast time: 30 seconds
Level: 5
Duration: Instantaneous
Extension: This rite cannot be extended
Range: 10 metres
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 right allows you to call Full Heal to restore all a targets hits.