Water Rites

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The Water sphere resonances can be found here.

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.

Spellweaver Effects

A Spellweaver can call upon the power of the Water sphere to perform a 10 second Rite that allows them to check for non-mechanical poisons and purify mildly contaminated water to make it drinkable (only use OC drinkable water for this).

Ritecaller Effects

Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol * has its 30 second cast time reduced to 10 seconds.

Rites List

Water Sphere
Shared Rites 
Crashing Wave*
Cast time: 30 seconds
Level: 1
Time to deliver: 1 minute, if ranged instantaneous
Extension: 1 Water Flicker for ranged (Each Flicker also increases the rite level by 2)
Range: Touch through focus, if ranged 10 metres

Effect:  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 *
Cast Time: 30 seconds 
Level: 1
Time to deliver: Instantaneous
Extension: This rite cannot be extended
Range: Touch through focus

Effect: The Weaver may call Mend on the target item.
Touch of Healing *
Cast time: 30 seconds
Level: 1
Time to deliver: Instantaneous 
Extension: This rite cannot be extended 
Range: Touch through focus

Effect:  The Weaver may call I’ve Seen Worse on the target, healing them from critical state to 1 hit point.
Drowning Argument (Hex)
Cast Time: 1 Minute 
Level: 2
Cost: 1 Water Flicker
Time to deliver: 10 minutes
Effect 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)
Range: Touch through focus

Effect: 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
Cast Time: 30 seconds 
Level: 3
Time to deliver: 1 minute, instant if ranged
Extension: 1 water flicker for ranged effect
Range: Touch through focus or if ranged 10 metres

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.
Ritecaller SpecialisationSpellweaver Specialisation
Grasping Tide 
Cast Time: 30 seconds
Level: 1
Time to deliver: Instantaneous
Extension: This rite cannot be extended
Range: 10 metres

Effect: The weaver may call Ensnare on one target within 10 metres.
Secret of the Depths
Cast time: 30 seconds
Level: 1
Time to deliver: 1 minute
Effect 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 focus

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.

Ocean´s Blessing
Cast Time: 30 seconds 
Level: 3
Time to deliver: Instantaneous
Effect duration: 1 minute
Extension: This rite cannot be extended
Range: Touch through focus

Effect: The Weaver grants one use of Regeneration to the target, which must be used within the next minute. You cannot target someone in critical state with this rite.
Calming Waters 
Cast time: 2 minutes
Level: 3
Time to deliver: Instantaneous
Effect duration: Until sunrise
Cost: 1 Water Flicker
Extension:  This rite cannot be extended 
Range: Touch through focus

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 an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.
This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).
A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.
Gathered Frost 
Cast time: 1 minute
Level: 4
Time to deliver: Instantaneous
Extension: This rite cannot be extended
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.
Purifying River 
Cast time: 30 seconds
Level: 4
Cost: 1 Water Flicker
Time to deliver: Instantaneous
Extension: This rite cannot be extended 
Range: Touch through focus

Effect: The river carries all detritus away, and the tides wash the shores clean. By weaving Water through their focus, 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: 4
Time to deliver: Instantaneous
Extension:  This rite cannot be extended 
Range: Touch through focus

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 Rite allows you to call Full Heal to restore all of a target’s hits.
Flood of Healing
Cast time: 1 minute
Level: 5
Time to deliver: 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: Touch through focus

Effect: The Weaver may call Full Heal on 3 targets within 1 meter of each other. The targets must remain within touch range of the weaver for the entire cast time.

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