Sethygir: Sea God and Water Addition
Flavor:
Sethygir, the Flooded.
Sethygir is the god of the seas and aquatic life. Most the world has forgotten of its influence, after it was sealed beneath the waves and her magic banned, due to an attempt by it's followers to flood the known world. Having discovered i's temple, you may choose to act as her envoy, releasing her power into the world once more. If that is your path, you are encouraged to spread the waters of life around the dungeon and destroy users of Earth magic and forbidden from attacking aquatic life. In return, you are granted faculty over the seas and the lost art of water magic.
A long-lost altar of Sethygir; preserved by corals growing upon its surface; it's quite a beautiful sight.
Appreciates:
Winning battles against Amphibious or Land-Dwelling creatures while standing in shallow or deep water.
Destroying creatures who use Earth elemental attacks.
Using Water Magic.
Depreciates:
Spending time on land. (-1 piety every 600 turns or so)
Restrictions:
Sethygir doesn't accept worship from Lava Orcs or Gargoyles. Earth elemental spells must be forgotten to be accepted as a worshipper.
Abilities:
[-] Baptized by Water
Aquatic creatures become docile. This includes merfolk, but doesn't include amphibious animals often spawned away from water like newts and snakes. (Passive)
Water Magic spells can be memorized by hitting M at any time (with no spellbook); the level of available spells changes with piety. Only 'Water Ball' is available from the start.
[*] Swimming [Species]
Your aptitudes are boosted + Piety/50 while in water. Movement and attack speed are boosted + Piety/4%. (Passive)
Inversely aptitudes are reduced -1 on land and movement and attack speed -25%. (Passive)
Stacks with amphibious races boosts; other races have their penalties removed.
Deep water is now passable for non-aquatic races.
[**] Sunken [Species]
Level 2/3 spells become available at random.
[***] Water Bearer
Root of all life - Random aquatic creature is spawned in target Deep Water Square. Power varies with Invocations skill. (Small MP and Piety Cost)
Level 4/5 spells become available at random.
[****] Flood Artist
Flood - The current floor is flooded; some walls erode and become land. Some land becomes shallow water (pure or polluted); lava may become land; shallow water becomes deep water. Level appropriate aquatic friendlies are summoned in Deep Water squares. Similar to, but not quite as random as 'Corruption'; making more huge pools than random squares and still leaving major sections dry. Amount of land drenched varies with Invocations Skill. (Invocation, Large Food and Piety Cost).
[*****] Aqua Pura
Level 6/7 spells become available at random.
[******] Torrential Acolyte
Level 8/9 spells become available at random.
Location:
Sethygir can only be found in a unique branch Sunken Temple, which is found in a vault in the Shoals [2/3] or Swamp [2/3]. The branch -is- hostile, containing many Merfolk Aquamancers, which become friendly when the god is accepted; meaning the preferred way of completing the stage is to rush to the altar, like a Vegas wedding.
Water Magic:
Water Magic (usually) causes non-elemental damage and has the unique ability of spreading itself. Abilities may only be used while standing in water, often using up that water as a cost as well as normal MP and tend to turn target spaces into shallow water. This leads to players who wish to be adept in it needing to lead enemies back to the water in order to do damage or to move water with them. Due to requiring water to be there to use spells, it avoids needing to conjure new water; making what would normally be Conjurations school rely solely on water school; though cross-school spells still exist. Spells cause less damage to aquatic creatures and more to fire elementals.
Partial Listing (Enough to get an idea; open to input):
- Water Ball (Level 1) Causes very weak non-elemental damage on contact; dries up a single shallow water space cast from. Target space and one space behind it become shallow water.
- Current (level 3) Target squares in a straight line from caster (must all be water squares) have a strong current modifier temporarily, pushing monsters around within them (can be used in corridors to push monsters away or pull archers to close range.
- Whirl Gateway (level 5 [also: Translocation]) Must be standing in deep water to have effect. Produces a portal. Entering the portal transports you to a random deep water space on the same level.
- Primal Wave (Level 6) [Existing, currently Enemy-Only spell with effect changes] Pushes all water in 3x3 area forward to target, causing damage to all those in the path; damage varies with amount of water in area.
- Hurricane (level 9) All water in a 5 radius becomes a huge area of effect damage cone. Damage varies with the amount of water available, greatest if all squares in the radius are deep water.. Grants temporary flight atop the storm until all the water falls down in a new location (short duration). Upon falling, on dry land some of the outermost squares may become shallow water, where they were deep before.
[Note: I was debating with myself whether to create this new school of magic or make it all invocations; arguments on either position are welcome; as is straight up saying that bringing the water element out is rubbish. I'm open to criticism.]