Path of the Aquatic

Aquatic

This path leads you down the way of the waters and ocean. It contains this of the sea such as fish and sea serpents. 

Aquatic Library 

Starting at 1st level, you can summon monsters, cast spells and traps that have the Aquatic Tag.

Aqua Lung

Starting at 2nd level, you can breathe underwater. You can speak and understand aquatic animals.

Path Selection

When you reach 3rd level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 3rd level feature.

Stat Boost

When you continue this path at 3rd level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Tears of a Mermaid

Starting at 4th level, when you have a monster with a Aquatic Tag on your side of the field, you can activate this ability by spending 1 Magic Point. When an opponents monster attacks an Aquatic monster you control, negate that attack.

Fish Tail

At 5th level, you gain the ability to transform your body gaining fins on your arms and a tail. This gives you a natural ability to swim against any strong currents. Additionally, all aquatic animals are friendly to you and are willing to help you if they have the time.

Path Selection

When you reach 6th level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 6th level feature.

Stat Boost

When you continue this path at 6th level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Ocean of Regeneration

Starting at 7th level, you can spend 1 Magic Point, once per turn, you can choose an Aquatic monster and Special Summon it. This monster is destroyed at the end of this turn and sent to the graveyard. You cannot summon other then Special summon this turn.  

Lifegiving Water

At 8th level, when you finish a Half Rest while submerged in water, you instead regain an amount of Life Points equal to your LPR + 2000.

Path Selection

When you reach 9th level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 9th level feature.

Stat Boost

When you continue this path at 9th level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Giant Flood

Starting at 10th level, you can spend 2 Magic Points to activate this ability. When activated, all monsters in all zones are sent to the graveyard and all Magic Points are reduced by 3.

Water Manipulation

At 11th level, you gain the ability to control water. You can shape an amount of water equal to 10 times your Body, Power and Mind in gallons. A 5ft cube equates to 37 gallons. 

Path Selection

When you reach 12th level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 12th level feature.

Stat Boost

When you continue this path at 12th level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Tornado Wall

Starting at 13th level, while you have an Aquatic field spell active, you can spend 2 Magic Points to activate this effect. While active, as long as your Aquatic field spell is active, you take no damage from monsters. If you control no Aquatic field spell, this effect ends.

Underwater Perception

At 14th level, while you are underwater you gain special senses. You gain echo sense, the ability to send out sound waves to identify everything within 1 mile of you. Ocean Scent, you can smell any distinct smells within 1 mile of you. 

Path Selection

When you reach 15th level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 15th level feature.

Stat Boost

When you continue this path at 15th level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Power Balance

Starting at 16th level, you can only activate this ability when you have no Magic Points. One opponent loses half of their Magic Points rounded down and you gain that many Magic Points. Once you use this effect, your turn ends.

Ocean Strength

At 17th level, your strength while underwater is vastly stronger while under water. While you are underwater, any item you pick up under water falls under this feature as long as it remains underwater. You can lift a number of pounds equal to 2,000 times your Power.

Path Selection

When you reach 18th level, you can choose to continue on this path or choose to start a new path. If you choose to start a new path, then you start at level 1 of the new path. If you choose to continue on this path, you gain the 18th level feature.

Stat Boost

When you continue this path at 18th level, you gain 2 points to spend on your Base Stats of Power, Body or Mind.

Endless Sea

At 19th level, you are extremely knowledgeable of how the currents of the sea work. If you are in the ocean, you can move through the currents instantly to any location in the sea instantly. Additionally, you can teleport to any river or lake that you have stood in for at least 10 minutes.

Eroding Waters

Starting at 20th level, you can activate this effect by spending 2 Magic Points. This effect blankets both opponents Attack & Defense Zone. All monsters that are in this zone or placed in this zone lose 100 Attack & Defense Points for each Erosion Counter. It starts with 2 counters and gains 1 counter at the start of your turn. At the end of your turn you must spend 1 Magic Point to keep this effect active. If you don't the effect ends.