Hydromancy
These mancers harness the power of water and utilise them to heal, protect and transmogrify.
Obscuring Mist
While touching a player and performing a minimum of a 20-word ritual, a participant becomes immune to all ranged attacks including siege weapons for the rest of the round.
Water Nymph
While touching a player and performing a minimum of a 20-word ritual, A Hydromancer can transmogrify a living participant from their team into a water Nymph. The Nymph may only reside in a body of water (lake, river etc) and will be downed if they leave the water. Nymphs are immune to damage and can only be killed by another mythical creature. They do standard damage to all participants. Can only use single handed weapons.
Ice Wall
After a minimum of a 20-word ritual a Hydromancer can assemble a wall with fallen players and position it as needed. A minimum of 3 fallen participants is needed (must fate glass all members of the wall). Wall cannot be destroyed, traversed, fought over or shot through or over.
Healing River
While touching a player and performing a minimum of a 20-word ritual a player will be enchanted to collect as many of the fallen as they wish, in the form of a conga line and return them to a healer. The enchanted player must touch the fallen players to join them to the conga line.
Water Viper
While touching a player and performing a minimum of a 20-word ritual a player may be transmogrified into a water viper. Vipers may only be armed with a pair of one-handed weapons (dual wield) or 2 single-handed weapons. Each weapon may inflict one insta-kill. Once a weapon has delivered a kill, it must be sheathed or held in a reverse grip. Once both have been used the Viper dies. A viper has 6HP regardless of armour and may traverse any water terrain (not ice) at a normal pace. Water vipers can be killed.