Water Bending
| Name | Water Bending |
|---|---|
| Cooldown | at-will |
| Action | standard |
| Range | ranged |
| Duration | concentration |
| Power | control-water |
| Class | elementalist |
| Category | Assault, Control, Shaping |
At-will, standard, ranged, concentration; you can telekinetically manipulate a body of water, with a weight limit given by the table below. As part of this action, or as a standard action on subsequent turns while concentrating, you can take one of the following actions:
- Move: the mass "walks" up to 5 squares in any direction, remaining supported by the ground. At rank 2, it can levitate at altitudes up to 5 squares above the ground, and it can move in any direction, not just along the ground. At rank 3, it can fly freely in any direction, and it can move up to 10 squares per turn, but must remain within range or it just falls to the ground. This movement can used for free, or not, along with any other standard action below.
- Attack: the mass can strike a creature within it or adjacent to it, dealing bludgeoning damage based on the weight of the mass (see table below). You can also choose to knock the target prone, using your spellcasting roll as the DC to resist. Grapple is handled separately (see Engulf below).
- Engulf: the mass flows around the target and attempts to keep them within it. If the target fits within the water's volume, and enough movement remains this turn to fully engulf the target, the initial flowing around the target succeeds automatically. On their turn, subject is allowed to spend 2 squares of movement and attempt a Strength check to escape; on success, they move to the nearest space not inside the water, and can continue their turn as desired. On failure, they remain in place.
- While engulfed, the target cannot breathe and must hold its breath. Its vision of the world outside the water is obscured, granting concealment to enemies outside the water. The water blocks line of effect for spells and projectiles; melee attacks can pass through, but inflict half damage.
- If this action is used on a creature that is already engulfed, you can attempt to pull them deeper into the water. To "double engulf" in this manner, the water volume must be at least one size larger than the creature (for example, a huge water mass can do this to a large creature, but not to a huge creature). The target can resist in the normal way. On failure, they are drawn deeper into the water, where even melee attacks cannot reach them. In this state, even a successful attempt to free themselves only reduces the effect to a normal engulf, rather than fully escaping. They would have to try and succeed again in a future turn to fully escape.
- Crush: this action can only be taken against an engulfed target. The water crushes the target, dealing bludgeoning damage based on the weight of the mass (see table below). No attack roll is required to hit.
Shape limitations by rank:
- Rank 1: the water is an amorphous blob. You control the water's center of mass, and the rest of the water comes along, lagging behind somewhat as if it were more a gelatinous substance than a liquid. You can mildly perturb the shape, forming a vague pseudopod, making the water "stand" in a form taller than it is wide, or flattening it into a thick pancake for example, but you can't create distinct shapes or structures.
- Rank 2: you can form the water into any contiguous shape that fits in the volume limit (see below). For example, the water could take the form of a human, or an animal, or a wall, etc. While you concentrate, it holds is form on a broad scale; it is still water, so someone could put their hand in it, and the shaping magic wouldn't force the hand back out automatically (although you could use Engulf/etc on your turn). It still looks like water; it doesn't take on surface characteristics of the shape it takes, so a human-shaped mass of water would still look like a blob of water, just in the shape of a human.
- Rank 3: you can change the physical arrangement of the water. Water can become mist, mist can become liquid water. You can even make "ice" by forcing the water to remain still; this isn't true cold ice, so it causes no cooling, but while you concentrate, it is as hard and brittle as ice, and can support the same physical loads ice in that shape and mass could.
- You also may exceed the normal volume limit by up to 10x; for instance, you could spread out a body of water across a huge area, forming a very thin film. If you do this, one of two things must be true, either:
- The water is a contiguous liquid or solid, but now in a non-blob-like shape, and as such, cannot engulf.
- The water has dispersed into a mist, and thus cannot engulf or attack.
- To create a mist that blocks vision, you must have at least 0.05 gallons per 5-ft cube. Less than that, and the mist may grant concealment, but doesn't fully block vision.
- You also may exceed the normal volume limit by up to 10x; for instance, you could spread out a body of water across a huge area, forming a very thin film. If you do this, one of two things must be true, either:
Weight limits by rank:
| Sum of your Rank and Water Energy Spent | Weight Limit | Volume Limit (in 5' cubes and effective size) |
|---|---|---|
| 0 | 1 lb (about 2 cups) | 1 (tiny) |
| 1 | 8 lbs (about 1 gallon) | 1 (small) |
| 2 | 64 lbs (about 8 gallons) | 1 (medium) |
| 3 | 512 lbs (about 64 gallons, or a small bathtub) | 1 (medium) |
| 4 | 2 tons (about 512 gallons, or a multi-person hot tub) | 2 (large) |
| 5 | 16 tons (about 4,000 gallons, or a small pool) | 8 (huge) |
| 6 | 128 tons (about 32,000 gallons, or a large pool) | 27 (gargantuan) |
| 7 | 1,000 tons (about 256,000 gallons, or an athletic pool (1/3 olympic size)) | 64 (colossal) |
| 8 | 8,000 tons (about 2 million gallons, or a large water tower) | 125 (awesome) |
| 9 | 64,000 tons (about 16 million gallons) | 216 (titanic) |