WIZARD - ELEMENTALIST Hydromancer Kit Description: Hydromancers are Elementalists who study the element of water as their specialty. They acknowledge the utility and functionality of each of the elements, but to a Hydromancer water is the true keystone of life and the fundamental essence of all movement and dynamic fluidity that exists in the universe. They do not disparage other elements and other areas of magic, but they see them as being like common metal that makes the 'gold' of their studies all the more valuable. Hydromancers are not aggressive proselytizers, however, and if anything they are secretive, evasive, and deceptive as a matter of course. Trying to pin them down on any point is almost always fruitless, as they will simply slip away from direct inquiries like water through a sieve. Hydromancers are generally perceived as untrustworthy and strange by others, and they are known to espouse a viewpoint on interpersonal relations that views all people as having a "deep self" (the true core of that person's character, which ultimately decides the course of their lives) and a "shore self" (which they project and pretend to others on a day-to-day basis. The "shore self" is inherently changeable and tailored to the environment where it will be used, and many Hydromancers shift apparent personalities into entirely different modes (including using disguises and elaborate schemes) depending on their situation; this "sea change" can be very disconcerting to those who thought they knew a Hydromancer well. They can be devious and double-minded, as deceptive as the mirrored depths that hide dangerous rip tides. Restrictions: As a standard Elementalist, save that they must have at least a 13 Charisma and 15 Intelligence. Hydromancers tend not to follow lawful alignments, but this is not a hard-and-fast rule. Weapon Proficiencies: Because they look for the hand of water and its action in all things, Hydromancers can make use of any weapon formed of organic material (having been sustained by water during its formation), including wood, rope, leather, and bone. The type of weapon is irrelevant to them; it is the material of construction that represents their devotion to water. Special Benefits: Hydromancers are very knowledgeable about the ebb and flow of water in all its forms, from polar ice caps to tropical waterfalls and even rain. They also pay attention to the role of water in nourishing and nurturing the natural world, granting them the following benefits: Elemental Expertise: As a standard Elementalist, save as follows. A Hydromancer's effective casting level is boosted only when casting spells based on the element of water. They apply a -2 saving throw penalty to the saves of creatures targeted with their water-based spells and inflict one additional point of damage per die with such spells. Hydromancers themselves gain a +2 bonus to saves vs. water, steam, and ice-based attacks, as well as other harmful liquids (including poison and acid) and reduce damage from such attacks by one point per die (including attacks by water elemental creatures), but they gain no bonus to saves vs. other elemental attacks. In addition to the standard benefits of Elemental Expertise, Hydromancers' skill with water-based spells enables them to reduce the casting time of such spells by 1 (this has no effect on spells with a casting time of 1 round or greater). Elemental Knowledge: As a standard Elementalist, save that a Hydromancer's knowledge extends only with respect to the Elemental Plane of Water and adjoining Para- and Quasi-Elemental Planes (i.e., Ooze, Ice, Steam, and Salt). A Hydromancer does, however, gain a +1 bonus to his or her Planology proficiency for every three levels of experience (rounding up). A Hydromancer can also attempt a like proficiency check to identify aquatic creatures native to the Prime Material Plane. Hydromancers gain a +20% bonus when attempting to learn spells dealing with the element of water. They are also so skilled at using spells of their element that they can cast one additional water-based spell of each level that they can cast each day--e.g., a 3rd level Hydromancer would gain one bonus 1st and one bonus 2nd level spell. When dealing with creatures native to the Elemental Plane of Water, it should be noted that a water elemental summoned by a Hydromancer will not turn on him or her, and at 15th level and above he or she need not concentrate in order to direct its actions. In addition, a Hydromancer of any level may attempt to dispel or banish a water elemental creature, as described for an Elementalist, but he or she may attempt such banishment once per day for every five levels of experience (rounding down). In addition to dispelling water elemental creatures, a Hydromancer can use this power to dispel water, ice, steam, acid, and poison-based spells, just as if it was a short-range dispel magic spell, requiring nothing more than concentration to cast. Water Manipulation: As noted above, Hydromancers view the element of water as the giver and sustainer of all life. They have devoted considerable attention and effort over time at the subtle use of magical manipulation of the fundamental water element within all things and being able, through concentration, to perform an array of seemingly miraculous feats. A Hydromancer can perform one Water Manipulation per level of experience, and with each use of this ability a Hydromancer can perform one of the following feats: - Extract one quart of water from one cubic foot of soil or any organic substance (without harm to the substance in question). - Purify one cubic foot of water (removing any parasites, salt, silt, poisons, or other impurities) - Filter a creature's bloodstream, granting a +2 bonus to saves vs. poison or disease that has taken effect within one round (though it will not benefit a victim of a poison that has already taken effect). If a Hydromancer uses this power on him- or herself, this bonus is cumulative with his or her normal +2 bonus to saves vs. poison. - Heal 1d3-1 points of damage to any organic living creature (cannot be used more than once upon a given creature each day) - Evaporate one cubic foot of water into steam - Freeze one cubic foot of water into ice A Hydromancer can also perform cantrip-like feats (e.g., turning water odd colors, or causing it to swirl and churn or take on fanciful shapes, for as long as the caster concentrates) through the use of Water Manipulation. Use of any of these powers does not require spellcasting, but a Hydromancer must concentrate for a full round and must make a successful Wisdom check with a +1 bonus for every three levels of experience (rounding down) in order to attempt Water Manipulation; once this total reaches 20, success becomes automatic and Wisdom checks are no longer necessary when using this ability. Each attempt to use Water Manipulation, successful or not, counts against the number of attempts he or she is allowed each day. It is not possible to directly harm a creature using this ability--steam formed by this power is warm but not scalding, and ice forms too slowly to trap or directly injure any creature. Special Hindrances: The largest hindrance faced by a Hydromancer is that, as a result of his or her devotion to the study of elemental water, he or she is incapable of using any other elements--i.e., no spells of air, earth, or fire can ever be learned. In addition, a Hydromancer can never use magical items based upon those elements; only water-based or non-elemental magical items will be used. Their intensive and exclusive study of water magic also imposes a -20% penalty to learn spells of all other types. As a final note, a Hydromancer's connections with the powers of water and the essential elemental substance of the sea are so close that when he or she casts a spell the discharge of magical energy is always accompanied by a noticeable sound of trickling water, rushing streams, or even crashing waves as well as a brief but palpable sense of dampness centered on the caster. The intensity of the moisture and noise are proportional to the level of the spell being invoked, but in any event they are never sufficient to injure or impair other creatures. They do, however, clearly indicate the caster's intimate relationship with the powers of water. Bonus Proficiency: Planology (see Special Benefits), Swimming Required Proficiencies: Reading/Writing Preferred Proficiencies: Boat Building, Boating, Direction Sense, Distance Sense, Fishing, Navigation, Riding (sea-based), Rope Use, Seamanship, Survival (swamp, fresh water, salt water), Weather Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >