The Water Primordial Nammu
Keywords:
TIDAL-RAGE, PRESSURE-DOME, NAMMU-PRIMORDIAL, TZOLI-PRIMORDIAL
Water Primordial: Nammu - primordial of the subterranean waters. The water of weight and pressure.
--------------SKILLS----->
Water Creation and Control: Tzoli can, at the expense of her personal mana, create primordial water. This water can be used to cure poison and is considered the purest form of water. She cannot make much more than a gallon or two at a time and it saps her magical abilities when she does this. She can also concentrate to make water move with a WISDOM roll versus DC12 to control the water for WISDOM rounds.
Leviathan Form: Tzoli can transform into a huge, serpent like leviathan with Nammu. After returning to her elf form, she must recover for at least 5 IC days afterwards without being able to move during that time. She can stay in the leviathan form so long as she is in a body of water large enough to contain it.
Tidal Rage
The Water Primordial manipulates water pressure to generate a massive surge of water that rushes forward in a wave, carrying debris, enemies, or objects. The wave�s pressure can crush or disorient opponents, and the force of the water can cause knockdowns or push enemies away. This may only be used once per global. (The User must recover for 10 IC/5 IRL days before using it again). After using this, they cannot act for 2 rounds.
Skill Type: AOE
Attack Syntax: 1d20 [No Fail]
Damage: 10d4
Damage Type: Drown
Remarks: The victims may make a reflex saving throw versus DC20. If they fail they are consumed by the water and knocked down and disoriented, unable to act for 1d4 rounds. For each of those d4 rounds, they take an additional 5d4 Drown Damage. Even on a save they still take the initial damage.
Pressure Dome
The user creates a spherical shield of water that maintains a high-pressure environment around themselves or others. The dome absorbs attacks and prevents entry of harmful substances or projectiles. The pressure also muffles sound inside, creating a quiet zone. The user may only call on this once per day and it lasts WIS Minutes.
Skill Type: Defensive Buff
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: drown
Remarks: Acts as a protective barrier with high durability; enemies trying to breach it must overcome significant force and pressure. They must first pass a DC20 Strength save to enter the protective water barrier and another to leave. If they pass the save to enter the pressurized water of the dome, they take 10d6 drown damage entering, then the same damage every round they fail to be able to leave the protective barrier. Allies within the dome are protected from Projectiles and Ranged magical attacks for the duration, but they also cannot send attacks outside the dome.
--------------SKILLS----->
Water Creation and Control: Tzoli can, at the expense of her personal mana, create primordial water. This water can be used to cure poison and is considered the purest form of water. She cannot make much more than a gallon or two at a time and it saps her magical abilities when she does this. She can also concentrate to make water move with a WISDOM roll versus DC12 to control the water for WISDOM rounds.
Leviathan Form: Tzoli can transform into a huge, serpent like leviathan with Nammu. After returning to her elf form, she must recover for at least 5 IC days afterwards without being able to move during that time. She can stay in the leviathan form so long as she is in a body of water large enough to contain it.
Tidal Rage
The Water Primordial manipulates water pressure to generate a massive surge of water that rushes forward in a wave, carrying debris, enemies, or objects. The wave�s pressure can crush or disorient opponents, and the force of the water can cause knockdowns or push enemies away. This may only be used once per global. (The User must recover for 10 IC/5 IRL days before using it again). After using this, they cannot act for 2 rounds.
Skill Type: AOE
Attack Syntax: 1d20 [No Fail]
Damage: 10d4
Damage Type: Drown
Remarks: The victims may make a reflex saving throw versus DC20. If they fail they are consumed by the water and knocked down and disoriented, unable to act for 1d4 rounds. For each of those d4 rounds, they take an additional 5d4 Drown Damage. Even on a save they still take the initial damage.
Pressure Dome
The user creates a spherical shield of water that maintains a high-pressure environment around themselves or others. The dome absorbs attacks and prevents entry of harmful substances or projectiles. The pressure also muffles sound inside, creating a quiet zone. The user may only call on this once per day and it lasts WIS Minutes.
Skill Type: Defensive Buff
Attack Syntax: 1d20 [No Fail]
Damage: n/a
Damage Type: drown
Remarks: Acts as a protective barrier with high durability; enemies trying to breach it must overcome significant force and pressure. They must first pass a DC20 Strength save to enter the protective water barrier and another to leave. If they pass the save to enter the pressurized water of the dome, they take 10d6 drown damage entering, then the same damage every round they fail to be able to leave the protective barrier. Allies within the dome are protected from Projectiles and Ranged magical attacks for the duration, but they also cannot send attacks outside the dome.