Water Templars
Templars of water combine the healing and protective magics of water with the combat abilities of renowned generals. They often lead companies of men into epic battles, using their magic to protect and heal the injured, allowing them to fight legions of enemies.
Skills
Ordinary Skills Water Templar Specific Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.
1 flail
Flails are a rather uncommon class of weapon, used by and large by gladiators. Similar to a whip, a flail also consists of a handle and a cord. Unlike the whip, however, the cord is not a single lash - it instead links a series of objects together. These objects are typically balls of metal, usually with with some sort of spikes or other sharp protrusions designed to inflict damage.
1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage. Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.
1 spear
A spear is a long shaft topped by a sharpened tip. The shaft of a spear may also occasionally be barbed to inflict more damage. The attack of a spear is typically a pierce, stab, or impaling jab, and the weapon is favored by gladiators, who often use the spear to strike at vital organs. The spear is also occasionally used by barbarians, who use it to hamstring their victims, or fighters, who are often trained to use it in organized phalanxes.
1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing,
slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.
1 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.
1 rescue
Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target.
1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
5 enhanced damage
Professions which focus on physical prowess can, with time, learn to do more damage with their attacks than the casual combatant. The enhanced damage skill reflects this ability. The higher the skill in enhanced damage, the greater the chance more powerful blows will bepossible.
6 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.
7 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
8 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
8 fast healing
This skill allows you to regenerate hit points faster.
9 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
12 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.
14 bandage
Water Templars, with their long experience with battlefields injuries and long campaigns away from healing, may attempt to bandage an injured person in an attempt to bring relief.
15 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be
able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.
16 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.
16 shield bash
Using a shield, a templar of water can attempt to stun their opponent with a punishing bash.
22 shield cover
A defensive formation that combines magic and skill with a shield, shield covering allows a templar to block both for himself and for his group with a shield.
22 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.
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Spells
Ordinary Spells |
Water Sphere Spells |
Water Templar Spells |
1 cure light
This spell cures damage on the target character.
3 iceshard
This spell is of the sphere of Water, and results in a small shard of ice flying at the victim, inflicting a minor amount of cold damage.
4 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.
6 cure serious
This spell cures damage on the target character.
7 create food
This spell creates an item of food, which you or anyone else can eat.
8 frostbrand
A spell used by templars of water, frostbrand imbues a weapon with an icy attack. Weapons of evil, or weapons with fiery attacks, cannot be thusly imbued.
9 create water
This spell replenishes a drink container with water.
10 refresh
This spell refreshes the movement points of a character who is out of movement points.
10 icy shield
Used by templars of water, this spell creates a shield of magical ice. It has benefits to combatants, but its primary ability is that it allows templars to resist the ravaging affects of flame. The greater the templar's power, the greater the strength of the shield.
13 cure blindness
This spell cures blindness in one so unfortunate.
15 create spring
This spell brings forth a magical spring from the ground, which has the same properties as a fountain.
17 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.
17 water breathing
The water breathing spell allows the target to breathe underwater, for the duration of the spell.
17 aquatic movement
This spell, used by templars of water, allows them to travel and fight unimpeded by the normal disadvantages associated with fighting in an aquatic environment.
18 cure poison
This spell cures poison in one so unfortunate.
20 detect invis
This spell enables the caster to detect invisible objects and characters.
20 holy water
Using sanctified water and a small channel to the elemental planes, this spell allows the scholar of water to spray a target with holy water. Creatures which are undead, have their origin in the Void, or otherwise vulnerable to holy attacks will suffer signifigant amounts of damage from contact with the water.
20 life shield
Used by templars of water, this spell creates a magical shield. The shield has various benefits that aid in combat, but chiefly are its healing powers. Any blow blocked by the shield has a chance to be converted into healing for the templar's group.
21 rune of life
The rune of life is one of the mystical sigils used by water scholars to render healing. The rune of life is applied to a particular weapon, causing the target to heal the wielder periodically if the weapon is used in combat. Each rune requires a loss of mana while it is in existence, as they
use the scholar's conduit to the elemental plane of water to operate succesfully.
22 cure critical
This spell cures damage on the target character.
23 heatsink
The heatsink spell draws all heat from an opponent's weapon, causing them to suffer a bit of damage from the freezing cold each time that weapon is used to attack.
23 freeze
This spell is used to adversely affect those who travel in water. On water, the spell is target. Underwater, it acts as an area spell.
25 sanctuary
The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
25 cone of cold
The answer to area spells from a templar of water's perspective, cone of cold does damage to a target, and each member of their group.
25 icebolt
Similar to the scholary spell "Ice Blast", this spell is a variant used by templars. It hurls a bolt of ice to damage a target. Additionally, it can be used as a ranged attack, hitting victims up to a room away (albeit with less damage potential).
29 wall of water
This spell, a modification of the scholar spell flood, fills a room with a wall of water. Those without water breathing will be unable to pass through the room, and the penalties of fighting in water will apply within the room.
33 ranged healing
Used in combat situations by templars of water, this spell allows them to heal an injured person up to a room away.
35 icy prison
This spell is used by templars of water to imprison foes. Those entombed within the ice will not be able to interact with those in the outside world, though they will be free to act within the confines of their prison. While well nigh impossible to break out through physical means, it is said the magics of fire can be used to melt its walls.
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Forms
24 form of the winter wind
A form that combines the discipline of swordmasters with the magic of templars, this style of fighting is employed by templars of water. The form strikes at the hands of an opponent, attempting to adversely hamper the combat ability of a victim, and has a chance to disarm the unwary.
25 form of the living seas
A form that combines magic and the meditative combat style of swordmasters, the form of the living seas is used by templars of water. When wearing a sword inscribed with a rune of life, this form will extend the benefits of the rune to the templar's entire group.
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Notes From the Legends
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