https://fablesfantasyrp.com/wiki/api.php?action=feedcontributions&user=Foodrig&feedformat=atomFables and Fantasy Wiki - User contributions [en]2024-03-29T08:49:10ZUser contributionsMediaWiki 1.39.3https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&diff=5282Pyromancy2023-12-19T21:25:30Z<p>Foodrig: Added Molten Construct</p>
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{{MagicType<br />
| Name = Pyromancy<br />
| Image = PyromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Ignos, the realm of Fire<br />
| Cast = Catalyst - Sphalerite Gem<br />
| Paths = Solarmancy '''·''' Magmamancy<br />
}}<br />
<br />
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.<br />
<br />
<br />
== History ==<br />
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.<br />
<br />
<br />
== Learning and Teaching ==<br />
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Pyromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Ignos Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.<br />
|}<br />
<br />
=== Progression - Solarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Solar Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Solarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Solaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Magmamancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Magmic explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Magmamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Magmaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires. <br />
<br />
== Bodily Changes ==<br />
<br />
=== Magmamancy ===<br />
<br />
==== Mandatory ====<br />
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.<br />
<br />
==== Optional ====<br />
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.<br />
<br />
<br />
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.<br />
<br />
=== Solarmancy ===<br />
<br />
==== Mandatory ====<br />
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.<br />
<br />
==== Optional ====<br />
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.<br />
<br />
<br />
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate. <br />
<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells =<br />
{{Spell<br />
|Name = Ignis Enlightenment<br />
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = 3 meters<br />
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.<br />
<br />
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.<br />
<br />
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.<br />
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.<br />
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.<br />
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.<br />
}}<br />
{{Spell<br />
|Name = Blazing Tempo<br />
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = Selfcast<br />
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.<br />
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.<br />
|Succ = The spell's duration lasts for D3+2 rounds.<br />
|RedLines = The spell is ineffective if the caster is bound.<br />
}}<br />
{{Spell<br />
|Name = Flame Arrow<br />
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 10 meters or Bow range if used.<br />
|Damage = If the arrow is shot on its own, it deals 2 damage.<br />
If the arrow is shot with a bow, it deals D3 damage.<br />
If the arrow is shot with a crossbow, it applies Burning.<br />
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.<br />
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.<br />
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.<br />
}}<br />
{{Spell<br />
|Name = Pyrotic Pulse<br />
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Touch<br />
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.<br />
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.<br />
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.<br />
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.<br />
}}<br />
{{Spell<br />
|Name = Blazing Arsenal<br />
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.<br />
<br />
This weapon can be of any known and common design so long as it is one solid piece.<br />
<br />
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.<br />
|Fail = The weapon fails to summon.<br />
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.<br />
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.<br />
}}<br />
{{Spell<br />
|Name = Breath of the Dragon<br />
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.<br />
<br />
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. <br />
<br />
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.<br />
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.<br />
|Succ = Roll a D3 to determine damage instead of a D2.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
}}<br />
{{Spell<br />
|Name = Scorched Blade<br />
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 8 meters<br />
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.<br />
|Fail = The weapon implodes, dealing 2 dmg to the caster.<br />
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.<br />
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.<br />
}}<br />
{{Spell<br />
|Name = Fireball<br />
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.<br />
<br />
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.<br />
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.<br />
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.<br />
|RedLines = The spell can damage objects but requires a loremaster's supervision.<br />
Always round off the damage if the number is uneven.<br />
}}<br />
{{Spell<br />
|Name = Rejuvenating flames<br />
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.<br />
<br />
This shroud lasts for D2 rounds.<br />
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.<br />
|Succ = The effect lasts for 1 additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Aspect of Flame<br />
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. <br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast. 1 meter when used for combat.<br />
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. <br />
The caster can choose to use the extension for two purposes:<br />
<br />
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. <br />
<br />
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. <br />
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.<br />
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.<br />
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.<br />
}}<br />
{{Spell<br />
|Name = Ember Trap<br />
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.<br />
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.<br />
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. <br />
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. <br />
}}<br />
{{Spell<br />
|Name = Wall of Flame<br />
|Desc = You draw from the power of Ignos to create a flaming barrier.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. <br />
<br />
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.<br />
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.<br />
|Succ = The wall flares up, dealing D2+1 and burning.<br />
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. <br />
}}<br />
{{Spell<br />
|Name = Spirit Phoenix<br />
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.<br />
<br />
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.<br />
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.<br />
|Succ = The spell's duration increases by 2 rounds.<br />
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.<br />
}}<br />
{{Spell<br />
|Name = Coiling Inferno<br />
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15m<br />
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.<br />
<br />
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.<br />
|Fail = The flames coil fully around the caster dealing D3 damage.<br />
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.<br />
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.<br />
}}<br />
{{Spell<br />
|Name = Fiery Cyclone<br />
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 6 meters<br />
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.<br />
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.<br />
|Succ = The cyclone's movement becomes 8 meters.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Flaming Behemoth<br />
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.<br />
<br />
HP: 10<br />
<br />
Str: +6, Def: +2, Agi: None, Int: +6<br />
<br />
The spirit has 3 attacks, which the caster can use at the end of their turn.<br />
<br />
Flame Breath:<br />
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.<br />
<br />
Flame Claws:<br />
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.<br />
<br />
Burning Blight:<br />
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.<br />
<br />
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.<br />
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.<br />
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.<br />
|RedLines = A loremaster must be present when trying to use this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Solarmancy<br />
|Spells =<br />
{{Spell<br />
|Name = Smothering Dome<br />
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage, rounded down, to the damage of the sun. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.<br />
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.<br />
|Succ = The dome will last for 2 rounds.<br />
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.<br />
Shooting the beam does not require an additional action.<br />
}}<br />
{{Spell<br />
|Name = Solar Blessing<br />
|Desc = The caster blesses someone with the power of a sun from Ignos, enveloping them in light. This restores some of the targets' minor wounds and aids with their sight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = The caster envelops someone with light restoring D2 HP to them, removing the blindness effect and making them immune to magical darkness for 3 rounds.<br />
|Fail = The light shines in the casters' eyes instead blinding them for 1 round.<br />
|Succ = The light restores the maximum amount of HP and can be used on two targets but only heals 1 HP if you decide to target two people.<br />
|RedLines = The caster can target themselves with this spell.<br />
}}<br />
{{Spell<br />
|Name = Smite<br />
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.<br />
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.<br />
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.<br />
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.<br />
}}<br />
{{Spell<br />
|Name = Blinding Strike<br />
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.<br />
|Fail = The caster takes 3 damage from sunburn.<br />
|Succ = The stun lasts for an additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Fiery Mirror<br />
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.<br />
<br />
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.<br />
<br />
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.<br />
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.<br />
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.<br />
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.<br />
}}<br />
{{Spell<br />
|Name = Ecliptic Blast<br />
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.<br />
|Level = 3<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.<br />
<br />
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.<br />
<br />
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.<br />
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.<br />
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.<br />
<br />
The spell will cause 2D2+1 damage instead.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
<br />
After using this spell the caster cannot attempt to cast it again for 3 rounds.<br />
}}<br />
{{Spell<br />
|Name = Regulus Protection<br />
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.<br />
<br />
The spell lasts until its HP is gone or after 3 rounds.<br />
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.<br />
|Succ = The caster can roll D10 for the spell's HP value.<br />
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.<br />
}}<br />
{{Spell<br />
|Name = Sunlight Mirage<br />
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. <br />
<br />
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.<br />
<br />
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.<br />
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.<br />
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.<br />
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. <br />
}}<br />
{{Spell<br />
|Name = Spear of the Sun<br />
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.<br />
<br />
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.<br />
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.<br />
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.<br />
|RedLines = Only one spear may be created by the caster at any time.<br />
}}<br />
{{Spell<br />
|Name = Shining Valkyrie<br />
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = A shining armor is formed around the caster for D3+2 rounds. <br />
<br />
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.<br />
<br />
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.<br />
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.<br />
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.<br />
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.<br />
}}<br />
{{Spell<br />
|Name = Rays of Ignos<br />
|Desc = The caster conjures potent beams of light that track their targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.<br />
<br />
This spell lasts for 3 rounds.<br />
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.<br />
|Succ = The spell stays for an extra round.<br />
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.<br />
}}<br />
{{Spell<br />
|Name = Solar Expulsion<br />
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.<br />
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.<br />
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.<br />
|RedLines = This spell decays structures within 30 meters as if they were molten.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Magmamancy<br />
|Spells =<br />
{{Spell<br />
|Name = Blazing Shield<br />
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.<br />
|Fail = Nothing happens.<br />
|Succ = The fiery pulse riposte now deals D2 damage.<br />
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.<br />
}}<br />
{{Spell<br />
|Name = Ring of Fire<br />
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.<br />
|Level = 2<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.<br />
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.<br />
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.<br />
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.<br />
<br />
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.<br />
}}<br />
{{Spell<br />
|Name = Darkened Skies<br />
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.<br />
<br />
This effect lasts for D3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = The effect stays for an additional D3 rounds.<br />
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.<br />
}}<br />
{{Spell<br />
|Name = Blazing Bolts<br />
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.<br />
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. <br />
|Succ = The bolts always make the target take immediate burn damage.<br />
|RedLines = A maximum of 3 bolts can be shot at the same target.<br />
}}<br />
{{Spell<br />
|Name = Molten Soil<br />
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.<br />
|Fail = The spell has no effect.<br />
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.<br />
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.<br />
}}<br />
{{Spell<br />
|Name = Molten Construct<br />
|Desc = The caster melts an area around them and bends it to their will, forming it into what their mind imagines.<br />
|Level = 4<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster melts the area and forms the molten area into a protective tool. This shield has D3+2 rounds of duration. During this duration the caster can't take damage, but if the caster receives a total of 4 damage the shield breaks. Any attack that deals more damage than the shield's remaining HP will be absorbed by the it. Breaking the shield in the process. <br />
Out of combat this spell can be used to create mundane weapons and tools, like axes and swords. The spell can also be used to help the creation of more complicated tools such as small mechanical parts or more complicated weapons.<br />
<br />
|Fail = The molten material becomes unstable, exploding in a 2x2 area around the caster, dealing d3 damage to all in it.<br />
|Succ = The molten material is easily controlled and is more refined, adding an additional 2HP to the shield.<br />
|RedLines = The caster can't use this spell to create destruction by melting areas. <br />
<br />
The caster can't create weapons with special traits or stats during CRP, but they are allowed to use it during forging. <br />
<br />
This spell can't create Lockpicks<br />
}}<br />
{{Spell<br />
|Name = Scorching Panoply<br />
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.<br />
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.<br />
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.<br />
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.<br />
}}<br />
{{Spell<br />
|Name = Smouldering Rain<br />
|Desc = You make it rain fiery ash for a short time.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 blocks<br />
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.<br />
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.<br />
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.<br />
|RedLines = The caster is immune to the rain.<br />
}}<br />
{{Spell<br />
|Name = Meteoric Barrage<br />
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.<br />
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.<br />
|Succ = The fireballs deal 5 flat damage.<br />
|RedLines = A maximum of 2 fireballs may be directed at a single player.<br />
<br />
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Flaming Familiar<br />
|Desc = The mage can create a small, flame-like spirit that follows them around.<br />
|Range = Selfcast<br />
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.<br />
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Brilliant Radiance (Solarmancy only)<br />
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.<br />
|Range = 10 meters<br />
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.<br />
<br />
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.<br />
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Running Hot (Magmamancy only)<br />
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.<br />
|Range = Selfcast<br />
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.<br />
|RedLines = Once used, this ability has a cooldown of 3 rounds.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&diff=5277Aquamancy2023-12-19T21:18:30Z<p>Foodrig: Added Pressure of the Sea</p>
<hr />
<div>{{MagicType<br />
| Name = Aquamancy<br />
| Image = AquamancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aros, the realm of Water<br />
| Cast = Catalyst - Aquamarine Gem<br />
| Paths = Frigumancy '''·''' Marinamancy<br />
}}<br />
<br />
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.<br />
<br />
<br />
== History ==<br />
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.<br />
<br />
<br />
== Learning and Teaching ==<br />
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
| 4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3 <br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Aquamancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Aros Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.<br />
|}<br />
<br />
=== Progression - Frigumancy ===<br />
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Frigu Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Frigumancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Frigularis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Marinamancy ===<br />
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Marina Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Marinamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Marinaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Frigumancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.<br />
<br />
==== Optional ====<br />
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. <br />
<br />
<br />
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. <br />
<br />
=== Marinamancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.<br />
<br />
<br />
==== Optional ====<br />
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. <br />
<br />
<br />
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Water Blast<br />
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 25 meters<br />
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.<br />
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.<br />
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Liquid Lasso<br />
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 8 meters<br />
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.<br />
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.<br />
|Succ = The lasso can reach up to 12 blocks far.<br />
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).<br />
}}<br />
{{Spell<br />
|Name = Spring of Life<br />
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.<br />
|Level = 1<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = Creatures heal D2+1 HP when they first enter the spring.<br />
|RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water.<br />
}}<br />
{{Spell<br />
|Name = Condensed Water<br />
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.<br />
<br />
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.<br />
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.<br />
|Succ = The duration lasts for an extra round.<br />
|RedLines = Only one condensed water ball may be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Steed of Tides<br />
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.<br />
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.<br />
|Succ = The steed remains for 4 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Tide Breaker<br />
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.<br />
<br />
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.<br />
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.<br />
|Succ = The weapon's strike deals 4 damage instead of 3.<br />
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.<br />
}}<br />
{{Spell<br />
|Name = Impact Bubbles<br />
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 Meters [Radius]<br />
|Damage = The caster sends out many bubbles all around them In a 10m Radius.<br />
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. <br />
<br />
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.<br />
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.<br />
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.<br />
|Succ = The maximum target amount increases from 4 total to 6 total.<br />
|RedLines = This spell has a cooldown of 1 round. <br />
This spell can maximum hit 4 people <br />
}}<br />
{{Spell<br />
|Name = Vortex<br />
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 15 Meters<br />
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.<br />
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.<br />
|Succ = All creatures sucked into the vortex get dealt D2 damage.<br />
|RedLines = The starting position of the vortex can only be at the caster's position.<br />
<br />
This spell can also move diagonally through only 15 meters.<br />
}}<br />
{{Spell<br />
|Name = Boiling Point<br />
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 Meters<br />
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. <br />
<br />
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.<br />
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.<br />
|Succ = The steaming hot water stays on the target for the maximum time.<br />
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.<br />
}}<br />
{{Spell<br />
|Name = Blessed Waters <br />
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. <br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters.<br />
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.<br />
|Fail = The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. <br />
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.<br />
|RedLines = This spell has a cooldown of 1 round.<br />
}}<br />
{{Spell<br />
|Name = Liquid Limbs<br />
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.<br />
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. <br />
If the caster lacks arms, this spell allows them to use weapons and items.<br />
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls.<br />
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms.<br />
|Succ = The limbs will extend their range by 6 blocks instead.<br />
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts.<br />
}}<br />
{{Spell<br />
|Name = Misty Form<br />
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.<br />
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.<br />
|Succ = The caster, while in this form, also gains +6 meters of additional movement.<br />
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.<br />
}}<br />
{{Spell<br />
|Name = Like Two Drops of Water<br />
|Desc = The caster manipulates water to become an additional copy of themselves.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. <br />
<br />
The copy's turn is after the caster's. <br />
<br />
This spell will last for 4 rounds.<br />
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.<br />
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.<br />
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.<br />
}}<br />
{{Spell<br />
|Name = Aros Manifestation<br />
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.<br />
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.<br />
|Succ = The effects last for the maximum duration.<br />
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Frigumancy<br />
|Spells = <br />
{{Spell<br />
|Name = Reflective Pane<br />
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.<br />
<br />
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.<br />
<br />
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.<br />
<br />
This pane also works like a mirror in addition to its other effects.<br />
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.<br />
|Succ = The pane, when expended, uses both effects on the attacking creature.<br />
|RedLines = A maximum of 1 pane may exist with the caster at once.<br />
}}<br />
{{Spell<br />
|Name = Puff of Snow<br />
|Desc = The caster creates powdered snow, throwing it at people.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff.<br />
<br />
|Fail = The snow freezes, making the caster unable to move for 1 round.<br />
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead.<br />
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow.<br />
}}<br />
{{Spell<br />
|Name = Ice Maiden's Kiss<br />
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.<br />
|Level = 2<br />
|Casting = 8<br />
|Range = 10 meters<br />
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.<br />
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.<br />
|Succ = The target gets frozen and damaged for D3+1 rounds instead.<br />
|RedLines = Frozen targets can still attack if a target is in range.<br />
Any Pyromancy spell or Fire will end the duration early.<br />
}}<br />
{{Spell<br />
|Name = Frigustasis<br />
|Desc = The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.<br />
|Level = 2<br />
|Casting =13<br />
|Range = 10 meters<br />
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. <br />
<br />
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. <br />
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.<br />
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.<br />
|RedLines = Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. <br />
<br />
The ice won't break from attacks unless melted.<br />
<br />
}}<br />
{{Spell<br />
|Name = Icy Tundra<br />
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.<br />
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.<br />
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Solid Frost<br />
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.<br />
<br />
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.<br />
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.<br />
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.<br />
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. <br />
<br />
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early.<br />
<br />
To dodge an incoming spear you will have to roll intelligence.<br />
}}<br />
{{Spell<br />
|Name = Wall of Ice<br />
|Desc = The caster creates a wall of ice.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a wall of ice, which is 5 meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.<br />
<br />
This wall will also only last for 1d3+1 rounds if not broken beforehand.<br />
<br />
|Fail = The caster's hands freeze, unable to use their hands for 1 round.<br />
|Succ = The wall is extra strong and lasts the max amount of time.<br />
|RedLines =<br />
}}<br />
{{Spell<br />
|Name = Frozen Arc<br />
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 12 meters<br />
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. <br />
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.<br />
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.<br />
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. <br />
}}<br />
{{Spell<br />
|Name = Cloud Weaving <br />
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.<br />
|Level = 4<br />
|Casting = 12<br />
|Range = 10 meters [Radius]<br />
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:<br />
<br />
1= Freezing: The fog applies a 4-meter slow.<br />
<br />
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.<br />
<br />
3= Ambient: The fog applies blindness.<br />
<br />
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.<br />
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.<br />
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.<br />
|RedLines = The fog will vanish instantly once the caster leaves the area.<br />
}}<br />
{{Spell<br />
|Name = Frost Wave<br />
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.<br />
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round.<br />
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn.<br />
|Succ = The wave hits the enemy’s so hard, they take +1 damage.<br />
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out.<br />
}}<br />
{{Spell<br />
|Name = Frost Sanctuary<br />
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 meters<br />
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.<br />
<br />
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.<br />
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.<br />
|Succ = The sanctuary remains active for D2+3 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Permafrost<br />
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.<br />
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.<br />
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.<br />
|RedLines = Any Frigumancer is unable to be frozen this way.<br />
<br />
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Marinamancy<br />
|Spells = <br />
{{Spell<br />
|Name = Wave Rider<br />
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.<br />
While the wave is active, the caster must use all of their movement every round, or the spell ends early.<br />
<br />
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.<br />
<br />
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.<br />
|Succ = The caster gains +4 meters movement.<br />
|RedLines = The caster cannot cast while riding the wave.<br />
This spell ends if the caster isn't within range of their tear<br />
<br />
You can't damage the same person more than once each turn<br />
}}<br />
{{Spell<br />
|Name = Pressure of the Sea<br />
|Desc = A weakening ray of briny salt water.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster quickly coats the target in salt water and uses it to make them feel the pressure of the deep sea. The target is paralyzed for D2 rounds and the salt water weakens the target's defenses, giving them a -3 debuff to their defense.<br />
|Fail = The salt water coats the caster instead, paralyzing them for 1 round.<br />
|Succ = The effect lasts for D2+1 rounds instead.<br />
|RedLines = N/A<br />
}}<br />
{{Spell<br />
|Name = Flash Flood<br />
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 12 meters<br />
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.<br />
|Fail = The spell fails to manifest.<br />
|Succ = The spell travels 16 meters instead.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Sea Serpents Snap<br />
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.<br />
|Fail = The caster inflicts 2 damage upon themselves.<br />
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Tangled Tentacles<br />
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:<br />
<br />
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.<br />
<br />
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.<br />
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.<br />
|Succ = The tendrils remain for an extra round.<br />
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Tortoise Scales<br />
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.<br />
|Level = 3<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.<br />
|Fail = The scales don’t form a shield and fall to the ground, useless.<br />
|Succ = The scales grant a +3 boost and 2 meters slow instead.<br />
|RedLines = The scales or shield cannot be used for anything but defending against an attack.<br />
}}<br />
{{Spell<br />
|Name = Animalistic Assault<br />
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.<br />
<br />
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.<br />
<br />
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.<br />
<br />
The paralyzed duration stacks with each pufferfish hitting the same target.<br />
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.<br />
|Succ = An extra pufferfish is summoned.<br />
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Voco Aquatis<br />
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.<br />
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.<br />
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.<br />
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.<br />
}}<br />
{{Spell<br />
|Name = Sea Dragon’s Wrath<br />
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters.<br />
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.<br />
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. <br />
|Succ = The spell deals maximum damage.<br />
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.<br />
}}<br />
{{Spell<br />
|Name = Tide Call<br />
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.<br />
<br />
1 = Crabs, D2 is added to the spell's damage.<br />
<br />
2 = Squids, enemies are blinded for D3 rounds.<br />
<br />
3 = Jellyfish, enemies are shocked for D3 rounds.<br />
<br />
4 = Pufferfish, enemies are paralyzed for D3 rounds.<br />
<br />
5 = Sharks, 2d2 is added to the spell's damage.<br />
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.<br />
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.<br />
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.<br />
<br />
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Purifying Prowess<br />
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.<br />
|Range = Touch<br />
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.<br />
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Aquatic Blessing (Marinamancy only)<br />
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.<br />
|Range = Self<br />
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Icy Mold (Frigumancy only)<br />
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.<br />
|Range = Self<br />
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.<br />
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5186Necromancy2023-12-08T13:31:27Z<p>Foodrig: /* Learning and Teaching */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = Masked Souls<br />
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target in its mindless conscience.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.<br />
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.<br />
|Succ = Critically succeeding this spell will yield the same results as a normal success.<br />
|RedLines = This spell costs a soul charge upon success.<br />
<br />
Casting this spell requires consent of the targeted player and character.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&diff=5185Hemomancy2023-12-08T13:30:59Z<p>Foodrig: /* Learning and Teaching */</p>
<hr />
<div>{{MagicType<br />
| Name = Hemomancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Sanguine Relic<br />
| Paths = Night '''·''' Beast '''·''' Blood<br />
}}<br />
<br />
<br />
Tremble, fearful mortals, for the midnight hour chimes. <br />
<br />
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.<br />
== History ==<br />
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?<br />
<br />
<br />
== Learning and Teaching ==<br />
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 2 to Lvl 3<br />
| 4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times. <br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5 <br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
| 1 Session<br />
|Event<br />
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Hemomancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Initiate<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Bloodless initiate<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Red cultist<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Red cultist veteran<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Hemomancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - House of the Night ===<br />
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. <br />
<br />
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Fledgeling<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.<br />
|-<br />
| rowspan="1" |Lvl 7 - Neonate<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.<br />
|-<br />
| rowspan="1" |Lvl 8 - Half Blood<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Noble Blood<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.<br />
|-<br />
| rowspan="1" |Lvl 10 - Midnight Aristocrat<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.<br />
|}<br />
<br />
=== Progression - House of the Beast ===<br />
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Whelp<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.<br />
|-<br />
| rowspan="1" |Lvl 7 - Pack Scavenger<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.<br />
|-<br />
| rowspan="1" |Lvl 8 - Beta Hunter<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Alpha Predator<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.<br />
|-<br />
| rowspan="1" |Lvl 10 - Bloodless Beastmaster<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.<br />
|}<br />
<br />
=== Progression - House of Blood ===<br />
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Bloodied initiate<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 7 - Devout Follower<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 8 - Red Preacher<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Ichor Bishop<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 10 - Crimson Lord<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request an LM or GM. <br />
<br />
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art. <br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Blood Needle<br />
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 15 meters<br />
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.<br />
<br />
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.<br />
|Fail = The blood drops fail to take form and fall on the ground.<br />
|Succ = The caster creates D4+4 needles instead.<br />
|RedLines = Each enemy may only be targeted by 3 needles at a time.<br />
}}<br />
{{Spell<br />
|Name = Blood Splatter<br />
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 3 meters<br />
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic, spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.<br />
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.<br />
|Succ = The targets hit with this spell will take 1 damage from it.<br />
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.<br />
}}<br />
{{Spell<br />
|Name = Sanguine Brand<br />
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.<br />
|Level = 1<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.<br />
<br />
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.<br />
<br />
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.<br />
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.<br />
|Succ = The brand deals D2+1 damage when eroding.<br />
|RedLines = Only 2 brands may be active at one time<br />
}}<br />
{{Spell<br />
|Name = Blood Seed<br />
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 1 meters<br />
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it, dealing 1 damage for every round the enemy is standing on that space.<br />
<br />
The target that gets pierced will be stuck in place for 3 rounds.<br />
<br />
It will dissolve if the seed hasn't pierced anyone after 3 rounds.<br />
|Fail = The seed refuses to form, dissolving into a few drops of blood.<br />
|Succ = The seed will live up to 5 rounds without anyone stepping on it.<br />
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.<br />
}}<br />
{{Spell<br />
|Name = Blood Bolt<br />
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 15 meters<br />
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.<br />
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.<br />
|Succ = The bolt deals 2D2 damage.<br />
|RedLines = The enhanced version of this spell costs 1 sanguine charge.<br />
}}<br />
{{Spell<br />
|Name = Seal Limb<br />
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.<br />
<br />
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.<br />
<br />
If a leg is sealed, the target loses half its movement.<br />
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.<br />
|Succ = The seal lasts for the maximum amount of rounds.<br />
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.<br />
}}<br />
{{Spell<br />
|Name = Borrowed Time<br />
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 5 meters<br />
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.<br />
<br />
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.<br />
|Fail = The caster freezes themselves in place for 1 round.<br />
|Succ = The spell instead lasts for D2+1 rounds.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Unleased Armor<br />
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Self<br />
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.<br />
<br />
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.<br />
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.<br />
|Succ = The spikes will do the maximum amount of damage.<br />
|RedLines = This spell can kill you.<br />
}}<br />
{{Spell<br />
|Name = Crackling Skin<br />
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.<br />
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.<br />
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.<br />
|RedLines = This spell costs one sanguine charge.<br />
<br />
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.<br />
}}<br />
{{Spell<br />
|Name = Wielded Blood<br />
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.<br />
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.<br />
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.<br />
|RedLines = This spell costs one sanguine charge to cast.<br />
<br />
Switching out from this weapon before the time runs out costs an action phase.<br />
}}<br />
{{Spell<br />
|Name = Blood Garden<br />
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.<br />
<br />
With every step an enemy takes within the field, another blood seed will activate.<br />
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.<br />
|Succ = The area stays for D5+3 rounds instead.<br />
|RedLines = This spell requires 2 sanguine charges. A loremaster must be present to cast this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Night<br />
|Spells = <br />
{{Spell<br />
|Name = Life Leech<br />
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.<br />
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP<br />
|Succ = More blood is drained, healing the caster by 1 additional HP.<br />
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.<br />
}}<br />
{{Spell<br />
|Name = Summon Darkness<br />
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.<br />
<br />
In a closed room the fog lasts D3+2 rounds by filling the space. <br />
<br />
In an open room, the fog stays for D3+1 rounds and slowly leaves. <br />
<br />
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.<br />
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.<br />
|Succ = The fog is especially potent and lasts the full duration of the spell.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Summon Household<br />
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.<br />
<br />
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.<br />
<br />
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.<br />
<br />
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.<br />
<br />
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.<br />
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.<br />
|Succ = The summoned creature is doubled.<br />
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.<br />
}}<br />
{{Spell<br />
|Name = Bloody Siphon<br />
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.<br />
<br />
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.<br />
<br />
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.<br />
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.<br />
|Succ = The siphon's range is increased to 10 meters<br />
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.<br />
}}<br />
{{Spell<br />
|Name = True Form<br />
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.<br />
<br />
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.<br />
<br />
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.<br />
<br />
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.<br />
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.<br />
|Succ = The spell lasts for the max duration.<br />
|RedLines = This spell costs 2 sanguine charges to cast.<br />
<br />
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Beasts<br />
|Spells = <br />
{{Spell<br />
|Name = Strengthen Muscles<br />
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.<br />
<br />
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.<br />
|Fail = The caster strains their muscles too much, wasting their relic power.<br />
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.<br />
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.<br />
<br />
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.<br />
}}<br />
{{Spell<br />
|Name = Bestial Ground Claws<br />
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 8 meters<br />
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.<br />
<br />
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.<br />
<br />
Each slash deals D2+2 damage.<br />
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.<br />
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Feral Fist<br />
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 4 meters<br />
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.<br />
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.<br />
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.<br />
|Succ = Knockback distance is charged to its maximum range.<br />
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. <br />
}}<br />
{{Spell<br />
|Name = Beastkin Howl<br />
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.<br />
<br />
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.<br />
<br />
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.<br />
<br />
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.<br />
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.<br />
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.<br />
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.<br />
}}<br />
{{Spell<br />
|Name = Regeneration<br />
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Self<br />
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.<br />
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.<br />
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. <br />
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.<br />
}}<br />
{{Spell<br />
|Name = Hunting Grounds<br />
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 10 meters<br />
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.<br />
<br />
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.<br />
<br />
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.<br />
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy. <br />
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.<br />
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.<br />
}}<br />
{{Spell<br />
|Name = True Beast<br />
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.<br />
<br />
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. <br />
<br />
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.<br />
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.<br />
|Succ = The spell lasts for the maximum amount of rounds.<br />
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Blood<br />
|Spells = <br />
{{Spell<br />
|Name = Hemoplague<br />
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.<br />
<br />
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.<br />
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.<br />
|Succ = The hemoplague has the maximum effect of 4 rounds.<br />
|RedLines = This spell costs 1 sanguine charge to cast.<br />
}}<br />
{{Spell<br />
|Name = Greedy Blood Collector<br />
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.<br />
<br />
Every 5 damage during the spell's active time will restore one blood charge.<br />
|Fail = The Sanguine Relic will lose one charge instead of filling.<br />
|Succ = The spell stays active for the max duration.<br />
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.<br />
}}<br />
{{Spell<br />
|Name = Ichor Boost<br />
|Desc = The caster temporarily infuses a target with tainted blood from Hemon, empowering them by mimicking the natural talents of Eden’s races. <br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster empowers a target of choice with ONE of the following effects for d3+2 rounds:<br />
<br />
Orcish Might: +2 to Strength rolls.<br />
<br />
Denur Resilience: +2 to Defense rolls.<br />
<br />
Halfling Speed: +2 to Agility rolls.<br />
<br />
Azari’cill Cunning: +2 to Intelligence rolls.<br />
<br />
A sanguine charge may be expended to increase the duration of the spell to d3+3, and the stat boost by +1. <br />
|Fail = The caster suffers a -1 to all stats for d2 rounds. <br />
|Succ = The target receives an additional +1 in the chosen stat.<br />
|RedLines = Each mage may only have one instance of this spell active at a time. A target already under the effect of this spell may not be targeted with it again. The caster may not target themself with this spell. The bonus to intelligence does not apply to spellcasting or unbinding rolls.<br />
}}<br />
{{Spell<br />
|Name = Mosquito Swarm<br />
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.<br />
<br />
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.<br />
<br />
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.<br />
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.<br />
|Succ = The mosquitos stay for the longest time if they are undisturbed.<br />
|RedLines = Only one swarm can be on the same player.<br />
}}<br />
{{Spell<br />
|Name = Crimson Lining<br />
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. <br />
<br />
If the target does decide to move away from the target, they take 1 damage per meter traveled. <br />
<br />
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. <br />
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. <br />
|RedLines = This spell costs 1 sanguine charge.<br />
}}<br />
{{Spell<br />
|Name = Crimson Volley<br />
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. <br />
<br />
Each shot deals D2 damage on hit and coats the target in their blood.<br />
<br />
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. <br />
|Succ = The mage creates all 3 balls instead of D3.<br />
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. <br />
}}<br />
{{Spell<br />
|Name = Bloodless<br />
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.<br />
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.<br />
|Succ = The maximum range of the spell is increased to 15 meters.<br />
|RedLines = This spell uses all the remaining charges in the Relic.<br />
<br />
Both allies and enemies in the area have to roll defense.<br />
}}<br />
{{Spell<br />
|Name = Vitality Link<br />
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.<br />
<br />
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.<br />
<br />
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.<br />
<br />
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)<br />
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.<br />
|Succ = The spell lasts for the maximum duration.<br />
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Heir of Blood<br />
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.<br />
<br />
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.<br />
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.<br />
|Succ = The terrain lasts for the maximum amount of rounds.<br />
|RedLines = A Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Ichor Friend (Hemomancy)<br />
|Desc = The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.<br />
|Range = Self<br />
|Effect = The caster can control blood to do small things or make blood familiars. The blood familiar can take up to 1 HP of damage and then disappears until the cooldown refreshes. If the caster already has a familiar, they can spend their next action to create another. If they have 3 familiars, they also gain +1 to Intelligence.<br />
|RedLines = Once one of the caster's familiars are slain, this ability has a 3-round cooldown. <br />
<br />
The caster can have a maximum of 3 blood familiars.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Bloody Nails (House of the Night)<br />
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.<br />
|Range = Self<br />
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. <br />
If the ability is used at night, the mage increases their melee range to 5 meters. <br />
If 3 hits land in a row, then the caster regains 1HP.<br />
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Crimson Eyes (House of the Night)<br />
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. <br />
|Range = Self<br />
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.<br />
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Blood Sucker (House of the Night)<br />
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.<br />
|Range = Touch<br />
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.<br />
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Vampiric Skin (House of the Night)<br />
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.<br />
|Range = Self<br />
|Effect = The vampire gains 2 health points.<br />
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Vampiric Hover (House of the Night)<br />
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.<br />
|Range = Self<br />
|Effect = The mage is immune to fall damage.<br />
|RedLines = The ability can only be activated if the mage is conscious.<br />
}}<br />
<br />
<br />
{{MagicAbility<br />
|Name = Claws (House of the Beast)<br />
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.<br />
|Range = Self<br />
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.<br />
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Preying Scents (House of the Beast)<br />
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.<br />
|Range = 50 meters<br />
|Effect = The mage is aware of any prey within 50 meters of them.<br />
|RedLines = This ability doesn't work in crowded areas such as towns and cities. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Protective Coat (House of the Beast)<br />
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. <br />
|Range = Self<br />
|Effect = The caster grows a skin or pelt of the creature of their desire.<br />
They may choose from a scaled coat which will give them +2 to defense rolls.<br />
<br />
They may choose from a fur coat that will give them +2 HP over their max amount. <br />
<br />
They may choose from a spiked coat that will give them a +2 to melee rolls. <br />
<br />
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.<br />
|RedLines = The caster cannot swap between skins. <br />
If the caster has a scaled coat, they take +1 damage from melee attacks.<br />
If the caster has a fur coat, they take +1 damage from fire attacks.<br />
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fight or Flight (House of the Beast)<br />
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. <br />
|Range = Self<br />
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. <br />
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Apex Instinct (House of the Beast)<br />
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. <br />
|Range = Self<br />
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.<br />
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Blood Flame (House of Blood)<br />
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. <br />
|Range = This Mage's blood stains<br />
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.<br />
<br />
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. <br />
|RedLines = This effect can not be used to burn blocks. <br />
}}<br />
|<br />
}}<br />
<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&diff=5184Pyromancy2023-12-08T13:29:48Z<p>Foodrig: /* Learning and Teaching */</p>
<hr />
<div><br />
{{MagicType<br />
| Name = Pyromancy<br />
| Image = PyromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Ignos, the realm of Fire<br />
| Cast = Catalyst - Sphalerite Gem<br />
| Paths = Solarmancy '''·''' Magmamancy<br />
}}<br />
<br />
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.<br />
<br />
<br />
== History ==<br />
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.<br />
<br />
<br />
== Learning and Teaching ==<br />
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Pyromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Ignos Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.<br />
|}<br />
<br />
=== Progression - Solarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Solar Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Solarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Solaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Magmamancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Magmic explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Magmamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Magmaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires. <br />
<br />
== Bodily Changes ==<br />
<br />
=== Magmamancy ===<br />
<br />
==== Mandatory ====<br />
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.<br />
<br />
==== Optional ====<br />
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.<br />
<br />
<br />
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.<br />
<br />
=== Solarmancy ===<br />
<br />
==== Mandatory ====<br />
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.<br />
<br />
==== Optional ====<br />
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.<br />
<br />
<br />
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate. <br />
<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells =<br />
{{Spell<br />
|Name = Ignis Enlightenment<br />
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = 3 meters<br />
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.<br />
<br />
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.<br />
<br />
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.<br />
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.<br />
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.<br />
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.<br />
}}<br />
{{Spell<br />
|Name = Blazing Tempo<br />
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = Selfcast<br />
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.<br />
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.<br />
|Succ = The spell's duration lasts for D3+2 rounds.<br />
|RedLines = The spell is ineffective if the caster is bound.<br />
}}<br />
{{Spell<br />
|Name = Flame Arrow<br />
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 10 meters or Bow range if used.<br />
|Damage = If the arrow is shot on its own, it deals 2 damage.<br />
If the arrow is shot with a bow, it deals D3 damage.<br />
If the arrow is shot with a crossbow, it applies Burning.<br />
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.<br />
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.<br />
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.<br />
}}<br />
{{Spell<br />
|Name = Pyrotic Pulse<br />
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Touch<br />
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.<br />
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.<br />
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.<br />
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.<br />
}}<br />
{{Spell<br />
|Name = Blazing Arsenal<br />
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.<br />
<br />
This weapon can be of any known and common design so long as it is one solid piece.<br />
<br />
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.<br />
|Fail = The weapon fails to summon.<br />
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.<br />
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.<br />
}}<br />
{{Spell<br />
|Name = Breath of the Dragon<br />
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.<br />
<br />
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. <br />
<br />
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.<br />
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.<br />
|Succ = Roll a D3 to determine damage instead of a D2.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
}}<br />
{{Spell<br />
|Name = Scorched Blade<br />
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 8 meters<br />
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.<br />
|Fail = The weapon implodes, dealing 2 dmg to the caster.<br />
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.<br />
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.<br />
}}<br />
{{Spell<br />
|Name = Fireball<br />
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.<br />
<br />
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.<br />
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.<br />
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.<br />
|RedLines = The spell can damage objects but requires a loremaster's supervision.<br />
Always round off the damage if the number is uneven.<br />
}}<br />
{{Spell<br />
|Name = Rejuvenating flames<br />
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.<br />
<br />
This shroud lasts for D2 rounds.<br />
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.<br />
|Succ = The effect lasts for 1 additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Aspect of Flame<br />
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. <br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast. 1 meter when used for combat.<br />
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. <br />
The caster can choose to use the extension for two purposes:<br />
<br />
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. <br />
<br />
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. <br />
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.<br />
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.<br />
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.<br />
}}<br />
{{Spell<br />
|Name = Ember Trap<br />
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.<br />
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.<br />
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. <br />
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. <br />
}}<br />
{{Spell<br />
|Name = Wall of Flame<br />
|Desc = You draw from the power of Ignos to create a flaming barrier.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. <br />
<br />
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.<br />
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.<br />
|Succ = The wall flares up, dealing D2+1 and burning.<br />
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. <br />
}}<br />
{{Spell<br />
|Name = Spirit Phoenix<br />
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.<br />
<br />
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.<br />
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.<br />
|Succ = The spell's duration increases by 2 rounds.<br />
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.<br />
}}<br />
{{Spell<br />
|Name = Coiling Inferno<br />
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15m<br />
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.<br />
<br />
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.<br />
|Fail = The flames coil fully around the caster dealing D3 damage.<br />
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.<br />
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.<br />
}}<br />
{{Spell<br />
|Name = Fiery Cyclone<br />
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 6 meters<br />
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.<br />
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.<br />
|Succ = The cyclone's movement becomes 8 meters.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Flaming Behemoth<br />
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.<br />
<br />
HP: 10<br />
<br />
Str: +6, Def: +2, Agi: None, Int: +6<br />
<br />
The spirit has 3 attacks, which the caster can use at the end of their turn.<br />
<br />
Flame Breath:<br />
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.<br />
<br />
Flame Claws:<br />
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.<br />
<br />
Burning Blight:<br />
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.<br />
<br />
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.<br />
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.<br />
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.<br />
|RedLines = A loremaster must be present when trying to use this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Solarmancy<br />
|Spells =<br />
{{Spell<br />
|Name = Smothering Dome<br />
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage, rounded down, to the damage of the sun. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.<br />
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.<br />
|Succ = The dome will last for 2 rounds.<br />
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.<br />
Shooting the beam does not require an additional action.<br />
}}<br />
{{Spell<br />
|Name = Solar Blessing<br />
|Desc = The caster blesses someone with the power of a sun from Ignos, enveloping them in light. This restores some of the targets' minor wounds and aids with their sight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = The caster envelops someone with light restoring D2 HP to them, removing the blindness effect and making them immune to magical darkness for 3 rounds.<br />
|Fail = The light shines in the casters' eyes instead blinding them for 1 round.<br />
|Succ = The light restores the maximum amount of HP and can be used on two targets but only heals 1 HP if you decide to target two people.<br />
|RedLines = The caster can target themselves with this spell.<br />
}}<br />
{{Spell<br />
|Name = Smite<br />
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.<br />
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.<br />
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.<br />
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.<br />
}}<br />
{{Spell<br />
|Name = Blinding Strike<br />
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.<br />
|Fail = The caster takes 3 damage from sunburn.<br />
|Succ = The stun lasts for an additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Fiery Mirror<br />
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.<br />
<br />
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.<br />
<br />
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.<br />
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.<br />
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.<br />
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.<br />
}}<br />
{{Spell<br />
|Name = Ecliptic Blast<br />
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.<br />
|Level = 3<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.<br />
<br />
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.<br />
<br />
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.<br />
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.<br />
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.<br />
<br />
The spell will cause 2D2+1 damage instead.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
<br />
After using this spell the caster cannot attempt to cast it again for 3 rounds.<br />
}}<br />
{{Spell<br />
|Name = Regulus Protection<br />
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.<br />
<br />
The spell lasts until its HP is gone or after 3 rounds.<br />
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.<br />
|Succ = The caster can roll D10 for the spell's HP value.<br />
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.<br />
}}<br />
{{Spell<br />
|Name = Sunlight Mirage<br />
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. <br />
<br />
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.<br />
<br />
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.<br />
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.<br />
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.<br />
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. <br />
}}<br />
{{Spell<br />
|Name = Spear of the Sun<br />
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.<br />
<br />
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.<br />
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.<br />
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.<br />
|RedLines = Only one spear may be created by the caster at any time.<br />
}}<br />
{{Spell<br />
|Name = Shining Valkyrie<br />
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = A shining armor is formed around the caster for D3+2 rounds. <br />
<br />
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.<br />
<br />
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.<br />
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.<br />
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.<br />
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.<br />
}}<br />
{{Spell<br />
|Name = Rays of Ignos<br />
|Desc = The caster conjures potent beams of light that track their targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.<br />
<br />
This spell lasts for 3 rounds.<br />
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.<br />
|Succ = The spell stays for an extra round.<br />
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.<br />
}}<br />
{{Spell<br />
|Name = Solar Expulsion<br />
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.<br />
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.<br />
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.<br />
|RedLines = This spell decays structures within 30 meters as if they were molten.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Magmamancy<br />
|Spells =<br />
{{Spell<br />
|Name = Blazing Shield<br />
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.<br />
|Fail = Nothing happens.<br />
|Succ = The fiery pulse riposte now deals D2 damage.<br />
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.<br />
}}<br />
{{Spell<br />
|Name = Ring of Fire<br />
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.<br />
|Level = 2<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.<br />
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.<br />
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.<br />
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.<br />
<br />
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.<br />
}}<br />
{{Spell<br />
|Name = Darkened Skies<br />
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.<br />
<br />
This effect lasts for D3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = The effect stays for an additional D3 rounds.<br />
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.<br />
}}<br />
{{Spell<br />
|Name = Blazing Bolts<br />
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.<br />
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. <br />
|Succ = The bolts always make the target take immediate burn damage.<br />
|RedLines = A maximum of 3 bolts can be shot at the same target.<br />
}}<br />
{{Spell<br />
|Name = Molten Soil<br />
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.<br />
|Fail = The spell has no effect.<br />
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.<br />
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.<br />
}}<br />
{{Spell<br />
|Name = Scorching Panoply<br />
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.<br />
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.<br />
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.<br />
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.<br />
}}<br />
{{Spell<br />
|Name = Smouldering Rain<br />
|Desc = You make it rain fiery ash for a short time.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 blocks<br />
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.<br />
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.<br />
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.<br />
|RedLines = The caster is immune to the rain.<br />
}}<br />
{{Spell<br />
|Name = Meteoric Barrage<br />
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.<br />
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.<br />
|Succ = The fireballs deal 5 flat damage.<br />
|RedLines = A maximum of 2 fireballs may be directed at a single player.<br />
<br />
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Flaming Familiar<br />
|Desc = The mage can create a small, flame-like spirit that follows them around.<br />
|Range = Selfcast<br />
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.<br />
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Brilliant Radiance (Solarmancy only)<br />
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.<br />
|Range = 10 meters<br />
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.<br />
<br />
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.<br />
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Running Hot (Magmamancy only)<br />
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.<br />
|Range = Selfcast<br />
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.<br />
|RedLines = Once used, this ability has a cooldown of 3 rounds.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&diff=5183Aquamancy2023-12-08T13:29:25Z<p>Foodrig: </p>
<hr />
<div>{{MagicType<br />
| Name = Aquamancy<br />
| Image = AquamancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aros, the realm of Water<br />
| Cast = Catalyst - Aquamarine Gem<br />
| Paths = Frigumancy '''·''' Marinamancy<br />
}}<br />
<br />
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.<br />
<br />
<br />
== History ==<br />
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.<br />
<br />
<br />
== Learning and Teaching ==<br />
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
| 4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3 <br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Aquamancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Aros Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.<br />
|}<br />
<br />
=== Progression - Frigumancy ===<br />
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Frigu Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Frigumancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Frigularis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Marinamancy ===<br />
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Marina Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Marinamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Marinaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Frigumancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.<br />
<br />
==== Optional ====<br />
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. <br />
<br />
<br />
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. <br />
<br />
=== Marinamancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.<br />
<br />
<br />
==== Optional ====<br />
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. <br />
<br />
<br />
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Water Blast<br />
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 25 meters<br />
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.<br />
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.<br />
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Liquid Lasso<br />
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 8 meters<br />
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.<br />
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.<br />
|Succ = The lasso can reach up to 12 blocks far.<br />
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).<br />
}}<br />
{{Spell<br />
|Name = Spring of Life<br />
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.<br />
|Level = 1<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = Creatures heal D2+1 HP when they first enter the spring.<br />
|RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water.<br />
}}<br />
{{Spell<br />
|Name = Condensed Water<br />
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.<br />
<br />
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.<br />
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.<br />
|Succ = The duration lasts for an extra round.<br />
|RedLines = Only one condensed water ball may be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Steed of Tides<br />
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.<br />
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.<br />
|Succ = The steed remains for 4 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Tide Breaker<br />
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.<br />
<br />
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.<br />
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.<br />
|Succ = The weapon's strike deals 4 damage instead of 3.<br />
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.<br />
}}<br />
{{Spell<br />
|Name = Impact Bubbles<br />
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 Meters [Radius]<br />
|Damage = The caster sends out many bubbles all around them In a 10m Radius.<br />
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. <br />
<br />
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.<br />
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.<br />
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.<br />
|Succ = The maximum target amount increases from 4 total to 6 total.<br />
|RedLines = This spell has a cooldown of 1 round. <br />
This spell can maximum hit 4 people <br />
}}<br />
{{Spell<br />
|Name = Vortex<br />
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 15 Meters<br />
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.<br />
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.<br />
|Succ = All creatures sucked into the vortex get dealt D2 damage.<br />
|RedLines = The starting position of the vortex can only be at the caster's position.<br />
<br />
This spell can also move diagonally through only 15 meters.<br />
}}<br />
{{Spell<br />
|Name = Boiling Point<br />
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 Meters<br />
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. <br />
<br />
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.<br />
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.<br />
|Succ = The steaming hot water stays on the target for the maximum time.<br />
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.<br />
}}<br />
{{Spell<br />
|Name = Blessed Waters <br />
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. <br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters.<br />
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.<br />
|Fail = The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. <br />
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.<br />
|RedLines = This spell has a cooldown of 1 round.<br />
}}<br />
{{Spell<br />
|Name = Liquid Limbs<br />
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.<br />
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. <br />
If the caster lacks arms, this spell allows them to use weapons and items.<br />
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls.<br />
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms.<br />
|Succ = The limbs will extend their range by 6 blocks instead.<br />
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts.<br />
}}<br />
{{Spell<br />
|Name = Misty Form<br />
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.<br />
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.<br />
|Succ = The caster, while in this form, also gains +6 meters of additional movement.<br />
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.<br />
}}<br />
{{Spell<br />
|Name = Like Two Drops of Water<br />
|Desc = The caster manipulates water to become an additional copy of themselves.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. <br />
<br />
The copy's turn is after the caster's. <br />
<br />
This spell will last for 4 rounds.<br />
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.<br />
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.<br />
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.<br />
}}<br />
{{Spell<br />
|Name = Aros Manifestation<br />
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.<br />
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.<br />
|Succ = The effects last for the maximum duration.<br />
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Frigumancy<br />
|Spells = <br />
{{Spell<br />
|Name = Reflective Pane<br />
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.<br />
<br />
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.<br />
<br />
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.<br />
<br />
This pane also works like a mirror in addition to its other effects.<br />
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.<br />
|Succ = The pane, when expended, uses both effects on the attacking creature.<br />
|RedLines = A maximum of 1 pane may exist with the caster at once.<br />
}}<br />
{{Spell<br />
|Name = Puff of Snow<br />
|Desc = The caster creates powdered snow, throwing it at people.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff.<br />
<br />
|Fail = The snow freezes, making the caster unable to move for 1 round.<br />
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead.<br />
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow.<br />
}}<br />
{{Spell<br />
|Name = Ice Maiden's Kiss<br />
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.<br />
|Level = 2<br />
|Casting = 8<br />
|Range = 10 meters<br />
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.<br />
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.<br />
|Succ = The target gets frozen and damaged for D3+1 rounds instead.<br />
|RedLines = Frozen targets can still attack if a target is in range.<br />
Any Pyromancy spell or Fire will end the duration early.<br />
}}<br />
{{Spell<br />
|Name = Frigustasis<br />
|Desc = The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.<br />
|Level = 2<br />
|Casting =13<br />
|Range = 10 meters<br />
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. <br />
<br />
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. <br />
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.<br />
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.<br />
|RedLines = Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. <br />
<br />
The ice won't break from attacks unless melted.<br />
<br />
}}<br />
{{Spell<br />
|Name = Icy Tundra<br />
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.<br />
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.<br />
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Solid Frost<br />
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.<br />
<br />
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.<br />
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.<br />
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.<br />
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. <br />
<br />
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early.<br />
<br />
To dodge an incoming spear you will have to roll intelligence.<br />
}}<br />
{{Spell<br />
|Name = Wall of Ice<br />
|Desc = The caster creates a wall of ice.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a wall of ice, which is 5 meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.<br />
<br />
This wall will also only last for 1d3+1 rounds if not broken beforehand.<br />
<br />
|Fail = The caster's hands freeze, unable to use their hands for 1 round.<br />
|Succ = The wall is extra strong and lasts the max amount of time.<br />
|RedLines =<br />
}}<br />
{{Spell<br />
|Name = Frozen Arc<br />
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 12 meters<br />
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. <br />
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.<br />
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.<br />
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. <br />
}}<br />
{{Spell<br />
|Name = Cloud Weaving <br />
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.<br />
|Level = 4<br />
|Casting = 12<br />
|Range = 10 meters [Radius]<br />
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:<br />
<br />
1= Freezing: The fog applies a 4-meter slow.<br />
<br />
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.<br />
<br />
3= Ambient: The fog applies blindness.<br />
<br />
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.<br />
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.<br />
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.<br />
|RedLines = The fog will vanish instantly once the caster leaves the area.<br />
}}<br />
{{Spell<br />
|Name = Frost Wave<br />
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.<br />
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round.<br />
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn.<br />
|Succ = The wave hits the enemy’s so hard, they take +1 damage.<br />
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out.<br />
}}<br />
{{Spell<br />
|Name = Frost Sanctuary<br />
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 meters<br />
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.<br />
<br />
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.<br />
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.<br />
|Succ = The sanctuary remains active for D2+3 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Permafrost<br />
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.<br />
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.<br />
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.<br />
|RedLines = Any Frigumancer is unable to be frozen this way.<br />
<br />
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Marinamancy<br />
|Spells = <br />
{{Spell<br />
|Name = Wave Rider<br />
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.<br />
While the wave is active, the caster must use all of their movement every round, or the spell ends early.<br />
<br />
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.<br />
<br />
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.<br />
|Succ = The caster gains +4 meters movement.<br />
|RedLines = The caster cannot cast while riding the wave.<br />
This spell ends if the caster isn't within range of their tear<br />
<br />
You can't damage the same person more than once each turn<br />
}}<br />
{{Spell<br />
|Name = Flash Flood<br />
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 12 meters<br />
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.<br />
|Fail = The spell fails to manifest.<br />
|Succ = The spell travels 16 meters instead.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Sea Serpents Snap<br />
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.<br />
|Fail = The caster inflicts 2 damage upon themselves.<br />
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Tangled Tentacles<br />
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:<br />
<br />
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.<br />
<br />
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.<br />
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.<br />
|Succ = The tendrils remain for an extra round.<br />
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Tortoise Scales<br />
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.<br />
|Level = 3<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.<br />
|Fail = The scales don’t form a shield and fall to the ground, useless.<br />
|Succ = The scales grant a +3 boost and 2 meters slow instead.<br />
|RedLines = The scales or shield cannot be used for anything but defending against an attack.<br />
}}<br />
{{Spell<br />
|Name = Animalistic Assault<br />
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.<br />
<br />
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.<br />
<br />
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.<br />
<br />
The paralyzed duration stacks with each pufferfish hitting the same target.<br />
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.<br />
|Succ = An extra pufferfish is summoned.<br />
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Voco Aquatis<br />
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.<br />
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.<br />
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.<br />
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.<br />
}}<br />
{{Spell<br />
|Name = Sea Dragon’s Wrath<br />
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters.<br />
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.<br />
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. <br />
|Succ = The spell deals maximum damage.<br />
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.<br />
}}<br />
{{Spell<br />
|Name = Tide Call<br />
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.<br />
<br />
1 = Crabs, D2 is added to the spell's damage.<br />
<br />
2 = Squids, enemies are blinded for D3 rounds.<br />
<br />
3 = Jellyfish, enemies are shocked for D3 rounds.<br />
<br />
4 = Pufferfish, enemies are paralyzed for D3 rounds.<br />
<br />
5 = Sharks, 2d2 is added to the spell's damage.<br />
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.<br />
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.<br />
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.<br />
<br />
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Purifying Prowess<br />
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.<br />
|Range = Touch<br />
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.<br />
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Aquatic Blessing (Marinamancy only)<br />
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.<br />
|Range = Self<br />
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Icy Mold (Frigumancy only)<br />
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.<br />
|Range = Self<br />
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.<br />
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Geomancy&diff=5182Geomancy2023-12-08T13:29:02Z<p>Foodrig: /* Learning and Teaching */</p>
<hr />
<div>{{MagicType<br />
| Name = Geomancy<br />
| Image = GeomancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Kor, the realm of the Mountain<br />
| Cast = Catalyst - Amerynd Crystal<br />
| Paths = Biomancy '''·''' Petromancy<br />
}}<br />
<br />
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.<br />
<br />
<br />
== History ==<br />
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.<br />
<br />
<br />
== Learning and Teaching ==<br />
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions <br />
|60 Minutes. Proof in lore ticket. <br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Geomancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Warlock<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Envoy of Kor<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Petromancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Petro Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Petromancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Petrosi<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Biomancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Biomancy Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Biomancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Biomantis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Biomancy ===<br />
<br />
==== Mandatory ====<br />
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.<br />
<br />
==== Optional ====<br />
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.<br />
<br />
<br />
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.<br />
<br />
=== Petromancy ===<br />
<br />
==== Mandatory ====<br />
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.<br />
<br />
==== Optional ====<br />
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.<br />
<br />
<br />
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Crystal Veil<br />
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.<br />
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.<br />
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.<br />
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.<br />
}}<br />
{{Spell<br />
|Name = Crystal shard<br />
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters<br />
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.<br />
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.<br />
|Succ = The shard is extra sharp and does maximum damage.<br />
|RedLines = The crystal shard gets shot out of a tear towards an enemy to hit it, so the shard gemstone cannot be used in the environment to cut vines, webs or anything like that. <br />
}}<br />
{{Spell<br />
|Name = Mending<br />
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.<br />
<br />
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.<br />
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.<br />
|Succ = The repaired area grows to a cube of 5x5x5.<br />
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.<br />
}}<br />
{{Spell<br />
|Name = Rock Spike<br />
|Desc = Summon a spike of rocks that harms those standing on top of it.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.<br />
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.<br />
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.<br />
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.<br />
<br />
The spell can not hurt the caster.<br />
}}<br />
{{Spell<br />
|Name = Korstone Pebbles<br />
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = 10 meters<br />
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.<br />
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.<br />
|Succ = The stones gain extra momentum and can reach up to 15m<br />
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.<br />
}}<br />
{{Spell<br />
|Name = Liquify<br />
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 20m<br />
|Damage = One of the following effects will take place;<br />
<br />
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. <br />
<br />
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.<br />
<br />
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.<br />
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. <br />
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. <br />
}}<br />
{{Spell<br />
|Name = Armored Dust<br />
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to ranged attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.<br />
<br />
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.<br />
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. <br />
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.<br />
|RedLines = The armor can be washed away with aquamancy projectile spells. <br />
}}<br />
{{Spell<br />
|Name = Tomb of Stone<br />
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.<br />
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.<br />
|Succ = The rocks are extremely firm and can not be broken free from early.<br />
|RedLines = To use this spell out of combat, an LM has to supervise. Players trapped inside the rock tomb can not attack or be attacked.<br />
}}<br />
{{Spell<br />
|Name = Earthy Encasement<br />
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. <br />
<br />
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.<br />
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.<br />
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.<br />
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).<br />
<br />
The victim's allies can attempt to dig them out by spending their own action.<br />
}}<br />
{{Spell<br />
|Name = Seismic Spikes<br />
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.<br />
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.<br />
|Succ = The targets hit by the spell cannot move for 1 round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Cold Forge<br />
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.<br />
<br />
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.<br />
<br />
1-6 = Iron<br />
7-9 = Steel<br />
10 = Damascus Steel<br />
<br />
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.<br />
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.<br />
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.<br />
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.<br />
}}<br />
{{Spell<br />
|Name = Spirit of Kor<br />
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:<br />
<br />
25 HP, 6 meters movement.<br />
<br />
+3 on attack rolls.<br />
+5 on defense rolls.<br />
<br />
It can choose from 3 abilities each round.<br />
<br />
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.<br />
<br />
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.<br />
<br />
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.<br />
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.<br />
|Succ = The spirit has an additional 10 HP.<br />
|RedLines = Only one of these spirits may exist at once.<br />
<br />
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Petromancy<br />
|Spells = <br />
{{Spell<br />
|Name = Pillar of Stone<br />
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters - 18 meters as projectile<br />
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.<br />
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.<br />
|Succ = The maximum size, instead, is doubled<br />
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Hands<br />
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The user briefly touches something and turns it into solid rock.<br />
<br />
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.<br />
<br />
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.<br />
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.<br />
|Succ = The spell lasts for D2+2 rounds.<br />
|RedLines = You cannot fully petrify other players.<br />
}}<br />
{{Spell<br />
|Name = Craftman's Friends<br />
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.<br />
|Level = 2<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.<br />
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.<br />
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.<br />
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.<br />
<br />
Moreover, the caster cannot cast any spells while in this golem.<br />
}}<br />
{{Spell<br />
|Name = Circle of Stone<br />
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.<br />
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.<br />
<br />
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.<br />
|Succ = The circle of stones stays up for 5 rounds instead of 3.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Geotic Grasp<br />
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds<br />
|Fail = The spell fails, and nothing happens.<br />
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.<br />
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.<br />
The targets can still move everything but their legs.<br />
}}<br />
{{Spell<br />
|Name = Mineral Dome<br />
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 7 meters<br />
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. <br />
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.<br />
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.<br />
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.<br />
|RedLines = N/A<br />
}}<br />
{{Spell<br />
|Name = Stones of Anguish<br />
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 blocks<br />
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.<br />
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.<br />
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. <br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Voice of the Mountain<br />
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.<br />
<br />
All enemies in the area receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.<br />
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.<br />
|Succ = The duration of the spell is D2+2 rounds instead.<br />
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Eden's Wrath<br />
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 25 meters<br />
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. <br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Casting this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Biomancy<br />
|Spells = <br />
{{Spell<br />
|Name = Living Soil<br />
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.<br />
|Fail = The soil dies immediately, and nothing happens.<br />
|Succ = The target may heal up to 2D2.<br />
|RedLines = The spell cannot heal multiple people.<br />
}}<br />
{{Spell<br />
|Name = Blinding Spores<br />
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.<br />
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.<br />
|Succ = The spores are incredibly effective, blinding the target for an extra round.<br />
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.<br />
}}<br />
{{Spell<br />
|Name = Strangle Roots<br />
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.<br />
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.<br />
|Succ = The roots start to strangle the target, dealing D2 damage.<br />
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Animal Control<br />
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Touch<br />
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.<br />
<br />
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.<br />
<br />
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:<br />
<br />
HP: 4<br />
Str: 0, Def: -1, Agi: +2, Int: Unusable<br />
Attacks: 2, each dealing D2 damage.<br />
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.<br />
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.<br />
|RedLines = This spell only works on common - rare mobs.<br />
}}<br />
{{Spell<br />
|Name = Rose Vines<br />
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.<br />
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.<br />
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.<br />
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.<br />
}}<br />
{{Spell<br />
|Name = Healing Blossom<br />
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.<br />
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.<br />
|Succ = All targets are healed for the full 2 HP.<br />
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.<br />
}}<br />
{{Spell<br />
|Name = Gnarling Swarm<br />
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.<br />
<br />
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.<br />
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.<br />
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.<br />
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.<br />
}}<br />
{{Spell<br />
|Name = Kor’s Expansion<br />
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.<br />
<br />
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.<br />
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell<br />
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.<br />
|RedLines = Players hit by the attack will be thrown out of the radius.<br />
<br />
This spell can only be used when a loremaster/event team member supervises.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Earthly Awareness<br />
|Desc = The caster has reached a new milestone, where the earth can be read like a book.<br />
|Range = 30 meters<br />
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.<br />
|RedLines = This spell is always active. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Calming Aura (Biomancy only)<br />
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.<br />
|Range = 10 meters<br />
|Effect = The caster heals up to 3 targets within range for D2 HP.<br />
|RedLines = The caster may also heal themselves.<br />
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Crystalline Hands (Petromancy only)<br />
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.<br />
|Range = Self<br />
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this ability has a 4 round cooldown.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&diff=5181Aeromancy2023-12-08T13:28:03Z<p>Foodrig: </p>
<hr />
<div>{{MagicType<br />
| Name = Aeromancy<br />
| Image = AeromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aether, the realm of the nine Winds<br />
| Cast = Catalyst - Opal Gem<br />
| Paths = Lunarmancy '''·''' Tempestacy<br />
}}<br />
<br />
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.<br />
<br />
<br />
== History ==<br />
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. <br />
<br />
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.<br />
<br />
<br />
== Learning and Teaching ==<br />
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.<br />
<br />
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|2 Sessions<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Aeromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Aether Seer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Tempestacy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Tempest Explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 8 - Storm Mage<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 10 - Tempest Tamer<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Lunarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Moonlit Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Lunarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Lunaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Tempestacy ===<br />
<br />
==== Mandatory ====<br />
Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.<br />
<br />
==== Optional ====<br />
Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.<br />
<br />
<br />
They are also more energetic, but sometimes also very impulsive.<br />
<br />
=== Lunarmancy ===<br />
<br />
==== Mandatory ====<br />
The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.<br />
<br />
==== Optional ====<br />
By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.<br />
<br />
<br />
A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Wind Blast<br />
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = 20 meters<br />
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.<br />
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.<br />
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.<br />
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. <br />
}}<br />
{{Spell<br />
|Name = Wind Shear<br />
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 12 meters<br />
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.<br />
<br />
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.<br />
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.<br />
|Succ = The full amount of knives is summoned.<br />
|RedLines = Only 2 knives may target a single enemy simultaneously.<br />
}}<br />
{{Spell<br />
|Name = Head Wind<br />
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 20 meters<br />
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. <br />
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.<br />
|Succ = The effect is strengthened and adds 3 meters instead of 2.<br />
|RedLines = The caster has to emote in their casting emote who is affected by the spell. <br />
}}<br />
{{Spell<br />
|Name = Wind familiar<br />
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = Selfcast<br />
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. <br />
|Fail = The familiar doesn’t show up.<br />
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.<br />
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.<br />
}}<br />
{{Spell<br />
|Name = Wind Tunnel<br />
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.<br />
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.<br />
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. <br />
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. <br />
}}<br />
{{Spell<br />
|Name = Cyclone Sphere<br />
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.<br />
|Level = 2<br />
|Casting = 9<br />
|Range = 3 meters<br />
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.<br />
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.<br />
|Succ = The spell lasts for the maximum amount of rounds.<br />
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.<br />
}}<br />
{{Spell<br />
|Name = Wind Bound<br />
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 blocks<br />
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.<br />
<br />
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.<br />
<br />
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.<br />
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.<br />
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.<br />
|RedLines = The caster cannot cast any other spells if this spell is still active.<br />
}}<br />
{{Spell<br />
|Name = Guiding Winds<br />
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:<br />
<br />
# Forward Gust: Double the range of the missile attack.<br />
<br />
# Downward Gust: The damage of the missile attack is +2 if successful.<br />
<br />
#Guiding Gust: Increase attack rolls for the projectile by 2<br />
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.<br />
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.<br />
|RedLines = This spell cannot be used on magical projectiles.<br />
}}<br />
{{Spell<br />
|Name = Aero Whip<br />
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.<br />
<br />
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.<br />
<br />
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.<br />
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.<br />
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.<br />
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.<br />
}}<br />
{{Spell<br />
|Name = Aether Palm<br />
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:<br />
<br />
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.<br />
<br />
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.<br />
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.<br />
|Succ = The hand does full damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Apex Tornado<br />
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.<br />
<br />
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.<br />
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.<br />
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.<br />
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Lunarmancy<br />
|Spells = <br />
{{Spell<br />
|Name = Darkness<br />
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 20 meters<br />
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.<br />
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.<br />
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.<br />
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.<br />
}}<br />
{{Spell<br />
|Name = Moonlight<br />
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. <br />
|Level = 1<br />
|Casting = 8<br />
|Range = 15 meters<br />
|Damage = Before casting, the caster must choose between two effects:<br />
<br />
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.<br />
<br />
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.<br />
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.<br />
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.<br />
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. <br />
}}<br />
{{Spell<br />
|Name = Moonlit Veil<br />
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 5 meters<br />
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.<br />
<br />
The spell stays active for D3+3 rounds and will then automatically crumble.<br />
<br />
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.<br />
|Fail = The spell will fail, causing the veil to fall apart.<br />
|Succ = The spell stays for the maximum amount of time.<br />
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.<br />
}}<br />
{{Spell<br />
|Name = Judgement<br />
|Desc = Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 20 meters<br />
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.<br />
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.<br />
|Succ = The spell is empowered and deals D3+2 damage instead.<br />
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.<br />
}}<br />
{{Spell<br />
|Name = Dream Touch<br />
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:<br />
<br />
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.<br />
<br />
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.<br />
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.<br />
|Succ = The spell will heal or damage by 2 rather than D2.<br />
|RedLines = You cannot check someone's memories using this spell.<br />
}}<br />
{{Spell<br />
|Name = Crescent Slash<br />
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.<br />
<br />
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.<br />
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.<br />
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Hallowed Grounds<br />
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.<br />
<br />
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.<br />
<br />
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.<br />
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.<br />
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.<br />
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. <br />
<br />
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.<br />
}}<br />
{{Spell<br />
|Name = Lunar Doppelganger<br />
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.<br />
<br />
The doppelgangers dissolve after 3 rounds.<br />
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.<br />
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.<br />
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.<br />
}}<br />
{{Spell<br />
|Name = Wrath of the Moon<br />
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.<br />
<br />
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.<br />
<br />
If the target is a living being: D5+3 Damage<br />
<br />
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.<br />
<br />
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = The caster summons the max amount of shards.<br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
<br />
A player target can only be hit by 1 shard.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Tempestacy<br />
|Spells = <br />
{{Spell<br />
|Name = Spark<br />
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.<br />
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.<br />
|Succ = The target is stunned for the maximum amount of time.<br />
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.<br />
}}<br />
{{Spell<br />
|Name = Storm Armor<br />
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.<br />
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.<br />
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.<br />
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.<br />
}}<br />
{{Spell<br />
|Name = Thunder Cloud Prison<br />
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.<br />
<br />
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.<br />
<br />
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.<br />
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.<br />
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.<br />
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.<br />
}}<br />
{{Spell<br />
|Name = Lightning Strike<br />
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.<br />
<br />
1 = The attack will shock the target for one round, making them unable to attack on their next turn.<br />
<br />
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.<br />
<br />
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.<br />
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.<br />
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.<br />
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.<br />
}}<br />
{{Spell<br />
|Name = Tempest Form<br />
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcest<br />
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.<br />
<br />
These effects last for 2D2 rounds.<br />
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.<br />
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Thunderous Roar<br />
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.<br />
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.<br />
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.<br />
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.<br />
}}<br />
{{Spell<br />
|Name = Chain Lightning<br />
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.<br />
<br />
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.<br />
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.<br />
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Calling of the Storm<br />
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 25 meters<br />
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.<br />
<br />
The mage can move freely anywhere within this area during their movement turn.<br />
<br />
Any players on horseback are knocked off their horses instantly.<br />
<br />
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.<br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilites ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Cloud<br />
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. <br />
|Range = Selfcast<br />
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.<br />
|RedLines = The healing effect is not applicable in combat. <br />
<br />
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. <br />
<br />
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Lightning Reflexes (Tempestacy Only)<br />
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.<br />
|Range = Self<br />
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.<br />
|RedLines = This is a passive ability, not an active one. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Cleansing Aura (Lunarmancy Only)<br />
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. <br />
|Range = 15 meters<br />
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.<br />
<br />
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.<br />
|RedLines = The blinding effect of this ability has a 2 round cooldown.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5100Necromancy2023-12-03T21:38:11Z<p>Foodrig: /* Spells */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = Masked Souls<br />
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target in its mindless conscience.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.<br />
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.<br />
|Succ = Critically succeeding this spell will yield the same results as a normal success.<br />
|RedLines = This spell costs a soul charge upon success.<br />
<br />
Casting this spell requires consent of the targeted player and character.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5099Necromancy2023-12-03T21:35:00Z<p>Foodrig: Added Masked Souls</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = Masked Souls<br />
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target in its mindless conscience.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.<br />
|Succ = Critically succeeding this spell will yield the same results as a normal success.<br />
|RedLines = This spell costs a soul charge upon success.<br />
<br />
Casting this spell requires consent of the targeted player and character.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
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{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Al-Amora&diff=5077Al-Amora2023-11-29T21:32:50Z<p>Foodrig: Blanked the page</p>
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<div></div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Catamora&diff=5076Catamora2023-11-29T21:32:21Z<p>Foodrig: </p>
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<div>WIP<br />
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[[Category: Interesting Locations]]</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Catamora&diff=5075Catamora2023-11-29T21:31:22Z<p>Foodrig: Created page with "WIP [Category: Interesting Locations]"</p>
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<div>WIP<br />
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[Category: Interesting Locations]</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&diff=5074Aquamancy2023-11-27T21:19:47Z<p>Foodrig: Aros Manifestation Change</p>
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<div>{{MagicType<br />
| Name = Aquamancy<br />
| Image = AquamancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aros, the realm of Water<br />
| Cast = Catalyst - Aquamarine Gem<br />
| Paths = Frigumancy '''·''' Marinamancy<br />
}}<br />
<br />
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.<br />
<br />
<br />
== History ==<br />
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.<br />
<br />
<br />
== Learning and Teaching ==<br />
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
| 4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3 <br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Aquamancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Aros Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.<br />
|}<br />
<br />
=== Progression - Frigumancy ===<br />
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Frigu Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Frigumancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Frigularis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Marinamancy ===<br />
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Marina Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Marinamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Marinaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Frigumancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.<br />
<br />
==== Optional ====<br />
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. <br />
<br />
<br />
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. <br />
<br />
=== Marinamancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.<br />
<br />
<br />
==== Optional ====<br />
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. <br />
<br />
<br />
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Water Blast<br />
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 25 meters<br />
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.<br />
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.<br />
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Liquid Lasso<br />
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 8 meters<br />
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.<br />
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.<br />
|Succ = The lasso can reach up to 12 blocks far.<br />
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).<br />
}}<br />
{{Spell<br />
|Name = Spring of Life<br />
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.<br />
|Level = 1<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = Creatures heal D2+1 HP when they first enter the spring.<br />
|RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water.<br />
}}<br />
{{Spell<br />
|Name = Condensed Water<br />
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.<br />
<br />
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.<br />
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.<br />
|Succ = The duration lasts for an extra round.<br />
|RedLines = Only one condensed water ball may be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Steed of Tides<br />
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.<br />
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.<br />
|Succ = The steed remains for 4 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Tide Breaker<br />
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.<br />
<br />
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.<br />
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.<br />
|Succ = The weapon's strike deals 4 damage instead of 3.<br />
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.<br />
}}<br />
{{Spell<br />
|Name = Impact Bubbles<br />
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 Meters [Radius]<br />
|Damage = The caster sends out many bubbles all around them In a 10m Radius.<br />
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. <br />
<br />
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.<br />
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.<br />
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.<br />
|Succ = The maximum target amount increases from 4 total to 6 total.<br />
|RedLines = This spell has a cooldown of 1 round. <br />
This spell can maximum hit 4 people <br />
}}<br />
{{Spell<br />
|Name = Vortex<br />
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 15 Meters<br />
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.<br />
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.<br />
|Succ = All creatures sucked into the vortex get dealt D2 damage.<br />
|RedLines = The starting position of the vortex can only be at the caster's position.<br />
<br />
This spell can also move diagonally through only 15 meters.<br />
}}<br />
{{Spell<br />
|Name = Boiling Point<br />
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 Meters<br />
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. <br />
<br />
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.<br />
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.<br />
|Succ = The steaming hot water stays on the target for the maximum time.<br />
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.<br />
}}<br />
{{Spell<br />
|Name = Blessed Waters <br />
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. <br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters.<br />
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.<br />
|Fail = The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. <br />
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.<br />
|RedLines = This spell has a cooldown of 1 round.<br />
}}<br />
{{Spell<br />
|Name = Liquid Limbs<br />
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.<br />
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. <br />
If the caster lacks arms, this spell allows them to use weapons and items.<br />
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls.<br />
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms.<br />
|Succ = The limbs will extend their range by 6 blocks instead.<br />
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts.<br />
}}<br />
{{Spell<br />
|Name = Misty Form<br />
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.<br />
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.<br />
|Succ = The caster, while in this form, also gains +6 meters of additional movement.<br />
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.<br />
}}<br />
{{Spell<br />
|Name = Like Two Drops of Water<br />
|Desc = The caster manipulates water to become an additional copy of themselves.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. <br />
<br />
The copy's turn is after the caster's. <br />
<br />
This spell will last for 4 rounds.<br />
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.<br />
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.<br />
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.<br />
}}<br />
{{Spell<br />
|Name = Aros Manifestation<br />
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.<br />
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.<br />
|Succ = The effects last for the maximum duration.<br />
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Frigumancy<br />
|Spells = <br />
{{Spell<br />
|Name = Reflective Pane<br />
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.<br />
<br />
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.<br />
<br />
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.<br />
<br />
This pane also works like a mirror in addition to its other effects.<br />
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.<br />
|Succ = The pane, when expended, uses both effects on the attacking creature.<br />
|RedLines = A maximum of 1 pane may exist with the caster at once.<br />
}}<br />
{{Spell<br />
|Name = Puff of Snow<br />
|Desc = The caster creates powdered snow, throwing it at people.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff.<br />
<br />
|Fail = The snow freezes, making the caster unable to move for 1 round.<br />
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead.<br />
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow.<br />
}}<br />
{{Spell<br />
|Name = Ice Maiden's Kiss<br />
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.<br />
|Level = 2<br />
|Casting = 8<br />
|Range = 10 meters<br />
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.<br />
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.<br />
|Succ = The target gets frozen and damaged for D3+1 rounds instead.<br />
|RedLines = Frozen targets can still attack if a target is in range.<br />
Any Pyromancy spell or Fire will end the duration early.<br />
}}<br />
{{Spell<br />
|Name = Frigustasis<br />
|Desc = The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.<br />
|Level = 2<br />
|Casting =13<br />
|Range = 10 meters<br />
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. <br />
<br />
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. <br />
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.<br />
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.<br />
|RedLines = Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. <br />
<br />
The ice won't break from attacks unless melted.<br />
<br />
}}<br />
{{Spell<br />
|Name = Icy Tundra<br />
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.<br />
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.<br />
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Solid Frost<br />
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.<br />
<br />
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.<br />
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.<br />
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.<br />
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. <br />
<br />
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early.<br />
<br />
To dodge an incoming spear you will have to roll intelligence.<br />
}}<br />
{{Spell<br />
|Name = Wall of Ice<br />
|Desc = The caster creates a wall of ice.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a wall of ice, which is 5 meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.<br />
<br />
This wall will also only last for 1d3+1 rounds if not broken beforehand.<br />
<br />
|Fail = The caster's hands freeze, unable to use their hands for 1 round.<br />
|Succ = The wall is extra strong and lasts the max amount of time.<br />
|RedLines =<br />
}}<br />
{{Spell<br />
|Name = Frozen Arc<br />
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 12 meters<br />
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. <br />
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.<br />
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.<br />
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. <br />
}}<br />
{{Spell<br />
|Name = Cloud Weaving <br />
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.<br />
|Level = 4<br />
|Casting = 12<br />
|Range = 10 meters [Radius]<br />
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:<br />
<br />
1= Freezing: The fog applies a 4-meter slow.<br />
<br />
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.<br />
<br />
3= Ambient: The fog applies blindness.<br />
<br />
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.<br />
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.<br />
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.<br />
|RedLines = The fog will vanish instantly once the caster leaves the area.<br />
}}<br />
{{Spell<br />
|Name = Frost Wave<br />
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.<br />
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round.<br />
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn.<br />
|Succ = The wave hits the enemy’s so hard, they take +1 damage.<br />
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out.<br />
}}<br />
{{Spell<br />
|Name = Frost Sanctuary<br />
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 meters<br />
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.<br />
<br />
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.<br />
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.<br />
|Succ = The sanctuary remains active for D2+3 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Permafrost<br />
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.<br />
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.<br />
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.<br />
|RedLines = Any Frigumancer is unable to be frozen this way.<br />
<br />
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Marinamancy<br />
|Spells = <br />
{{Spell<br />
|Name = Wave Rider<br />
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.<br />
While the wave is active, the caster must use all of their movement every round, or the spell ends early.<br />
<br />
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.<br />
<br />
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.<br />
|Succ = The caster gains +4 meters movement.<br />
|RedLines = The caster cannot cast while riding the wave.<br />
This spell ends if the caster isn't within range of their tear<br />
<br />
You can't damage the same person more than once each turn<br />
}}<br />
{{Spell<br />
|Name = Flash Flood<br />
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 12 meters<br />
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.<br />
|Fail = The spell fails to manifest.<br />
|Succ = The spell travels 16 meters instead.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Sea Serpents Snap<br />
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.<br />
|Fail = The caster inflicts 2 damage upon themselves.<br />
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Tangled Tentacles<br />
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:<br />
<br />
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.<br />
<br />
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.<br />
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.<br />
|Succ = The tendrils remain for an extra round.<br />
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Tortoise Scales<br />
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.<br />
|Level = 3<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.<br />
|Fail = The scales don’t form a shield and fall to the ground, useless.<br />
|Succ = The scales grant a +3 boost and 2 meters slow instead.<br />
|RedLines = The scales or shield cannot be used for anything but defending against an attack.<br />
}}<br />
{{Spell<br />
|Name = Animalistic Assault<br />
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.<br />
<br />
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.<br />
<br />
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.<br />
<br />
The paralyzed duration stacks with each pufferfish hitting the same target.<br />
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.<br />
|Succ = An extra pufferfish is summoned.<br />
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Voco Aquatis<br />
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.<br />
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.<br />
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.<br />
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.<br />
}}<br />
{{Spell<br />
|Name = Sea Dragon’s Wrath<br />
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters.<br />
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.<br />
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. <br />
|Succ = The spell deals maximum damage.<br />
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.<br />
}}<br />
{{Spell<br />
|Name = Tide Call<br />
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.<br />
<br />
1 = Crabs, D2 is added to the spell's damage.<br />
<br />
2 = Squids, enemies are blinded for D3 rounds.<br />
<br />
3 = Jellyfish, enemies are shocked for D3 rounds.<br />
<br />
4 = Pufferfish, enemies are paralyzed for D3 rounds.<br />
<br />
5 = Sharks, 2d2 is added to the spell's damage.<br />
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.<br />
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.<br />
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.<br />
<br />
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Purifying Prowess<br />
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.<br />
|Range = Touch<br />
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.<br />
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Aquatic Blessing (Marinamancy only)<br />
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.<br />
|Range = Self<br />
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Icy Mold (Frigumancy only)<br />
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.<br />
|Range = Self<br />
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.<br />
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=The_Reforged_Realm_of_the_Denur&diff=5061The Reforged Realm of the Denur2023-11-22T18:13:51Z<p>Foodrig: Created page with "{{DISPLAYTITLE:The Iron Orhim}} {| class="wikitable" style="float:right; margin-left: 10px;" | colspan="2" | |- |'''Location''' |Dar-Ach Denur |- |'''Races''' |Denur |- |'''Primary Religions''' |None |- |'''Political System''' |Monarchy |- |'''Current Leaders''' |Kjung Phyrra Obryn |- |'''Preceded by:''' |The High Kingdom of Arduan |} Like waves the Denur people seemed to rise and fall, nations coming and going with the passing of the years… First the Denur Imp..."</p>
<hr />
<div>{{DISPLAYTITLE:The Iron Orhim}}<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
| colspan="2" |<br />
|-<br />
|'''Location'''<br />
|Dar-Ach Denur<br />
|-<br />
|'''Races'''<br />
|[[Denur]]<br />
|-<br />
|'''Primary Religions'''<br />
|None<br />
|-<br />
|'''Political System'''<br />
|Monarchy<br />
|-<br />
|'''Current Leaders'''<br />
|Kjung Phyrra Obryn<br />
|-<br />
|'''Preceded by:'''<br />
|[[The High Kingdom of Arduan]]<br />
|}<br />
Like waves the Denur people seemed to rise and fall, nations coming and going with the passing of the years… First the Denur Imperium came and went, followed by the Realm of the Denur, the Iron Orhim, the Denur Triumvirate, and more recently the High Kingdom of Arduan. Each tried to rebuild the once mighty legacy of the Denur people, though for their own reasons could not rise to the task. <br />
<br />
Holds remained lost, their forges cold, halls dark, banners torn and tattered. They stood filled with monstrous intruders that gnawed upon the bones of the long-dead Denur ancestors, sitting upon their lost wealth and knowledge. Yet this was to change. A new effort to retake their ancestral homes had begun, the Denur people were once more on the march – Will you join them?<br />
<br />
== Culture and Society ==<br />
<br />
=== The Grand Guilds ===<br />
''"With ties stronger than blood, the Grand Guilds stand as a testament of Denur unity."''<br />
<br />
There is a point in every Denur’s life where they have a choice to make – at the age of 20 there are six paths they may choose from. To join one of the five guilds, or to remain guildless and forge a path unique to themself. To join one of the guilds is no simple matter, the young Denur must prove their willingness to remain true to the guild’s path, and show talent in at least one of the primary skills that the guild practices. Should they pass this first step, they may just be granted an apprenticeship under one of the senior guild members. <br />
<br />
<br />
Apprenticeships generally last 5-10 years, during which the Denur will be taught more advanced techniques of their particular guild, perhaps even branching out into other specialties (smithing and masonry as an example). At the end of their apprenticeship there will be a test of skill, something determined by their mentor, to see if they are suitable to join the senior members of the guild. If successful, the apprentice will be permitted to adopt the name of the guild into their own – Hefor Stoneleg-Azur (as an example). Some may choose to give up their previous surname and instead simply go by the name of their guild, though this is often viewed as extreme dedication to the path and faltering from it will earn the ire of the rest of the guild, sometimes resulting in banishment or worse.<br />
<br />
==== The Balos Guild ====<br />
The Balos Guild was founded alongside the Vziun Guild during the height of Denur power many centuries ago. Originally founded in what is now Zadh Nadrozz by the greatest mind of the ancient Denur world, this guild boasts itself as having produced many of the Denur people’s greatest inventions, and even carving out many of the holds themselves. <br />
<br />
Members of this guild pride themselves on being the best at what they do, with each individual Denur tending to specialize in a particular craft. Some focus on smithing, while others may be experts in masonry – any Denur desiring to be a craftsman of some sort would likely join this guild.<br />
<br />
==== The Vziun Guild ====<br />
The Vziun Guild was founded alongside the Balos Guild during the height of Denur power many centuries ago. Originally founded in the fallen hold of Dar Vziun by the greatest of the Denur warriors, this guild was responsible for maintaining and training the Denur military, bodyguards, and new royal guards to protect the reigning monarch. <br />
<br />
Any Denur wishing to be a soldier, guard, or similar professions may opt to join this guild.<br />
<br />
==== The Azur Guild ====<br />
The Azur Guild was founded some centuries after the Vziun and Balos guilds shortly after the construction of Dar Azur. This fallen hold quickly became the center of Denur ingenuity when it came to the arts, though it also acted as its primary producer of food. <br />
<br />
Denur wanting to pursue a career in farming, brewing, as an entertainer, performer, or similar, are likely to join this guild.<br />
<br />
==== The Zenour Guild ====<br />
The Zenour Guild is one of the more recently founded guilds, though it still dates back at least a few centuries. Originally founded in Dar Zenour in the southern savannahs by the Lord of the lost hold, it became a guild focused on amassing and protecting the wealth of the Denur people. These Denur tend to have a mind specially suited for acquiring more coin, often being particularly adept businessmen.<br />
<br />
A Denur wanting to pursue a profitable career in mining, mercantilism, banking, or other similar business ventures may choose to join this guild.<br />
<br />
==== The Obryn Guild ====<br />
The Obryn Guild is the newest of the Grand Guilds to have arrived in Eden, only having first appeared roughly 200 years ago. Their people hail from the far north, well beyond Eden’s borders, claiming to have come from a lost Hold known as Dar Obryn located somewhere within the Ancient Giant Lands. These Denur tend to have an especially potent hatred for anything Void related, and are usually driven by a strong sense of justice. <br />
<br />
A Denur wanting to cleanse the land of Voidal threats, act as a bounty hunter, or simply handle mundane monsters that might plague the land will usually choose to join this guild.<br />
<br />
<br />
== Political Structure ==<br />
=== Kjung ===<br />
The Kjung, or King in the common tongue, can refer to any Denur that sits upon the throne of the Denur people. While traditionally the title of King is reserved for men, that is not the case with the Denur. They are responsible for making major decisions within the Realm, such as going to war, political treaties, presiding over court trials as the judge, and regular meetings with the Council of Three to address the concerns of citizens.<br />
<br />
=== Council of Three ===<br />
The Council of Three serves directly beneath the Kjung and is usually made up of notable members of the Denur community. These individuals act as representatives of the people and are expected to bring forth concerns while handling day to day tasks that do not require the Kjung’s attention. <br />
An example of what the Council of Three could look like has been included below…<br />
*Guard Captain: The guard captain will be responsible for hiring new guards, oversee their training, hosting regular patrols around the city, and overall just doing regular guard activities. <br />
*Community Manager: Responsible for accepting new citizens, getting them integrated into the city, housing, tours, etc. <br />
*Tavern Master: A position that requires the oversight of the inn and fighting pit. They should take the initiative to hire workers to keep the inn active and host weekly pit fights.<br />
<br />
=== Denur Thanes ===<br />
The Denur Thanes are a recognized nobility that have been granted land by the Kjung. It is mostly an honorary title granted for great acts of service, for the position does not provide any political authority within the hold of Dar-ach Denur. That isn’t to say that the Thanes are not respected, as they are usually highly respected individuals, though their position is not one that needs worry about day-to-day matters in the capital. They are permitted to build upon their land, ranging from manors, to forts, or even villages if they so desire. While these do fall under the scope of The Reforged Realm, the Thanes are trusted to run them as they see fit. Thanes are however responsible for keeping their lands safe from outside threats, and handling the costs of their upkeep.<br />
<br />
=== Clans ===<br />
Clans within the Reforged Realm have been granted a lower status than what they had in previous Denur nations. Having seen the clan system as one of the primary symptoms of their people’s repeated fall, Phyrra Obryn opted to have them act as no more than what they really were, families. Clans still exist, and many still hold great pride in their clan, but belonging to a specific clan no longer grants official political power.<br />
<br />
== Religion ==<br />
Religion has been absent amongst the Denur for several decades now, having been rather prominent during the reign of the Denur Imperium and slowly dying out after their fall. Recently however, members of the Obryn Guild have been making a push for others to adopt their belief system, and while successful with some, many still choose to remain as atheists or to follow other small faiths. Regardless of what faith a Denur chooses to follow, most others will turn a blind eye, so long as it does not pose a risk to their way of life.<br />
<br />
=== Festivals & Celebrations ===<br />
Festivals in the Reforged Realm were adopted from its predecessor, the High Kingdom of Arduan. Some guilds may also have their own celebrations that they host. <br />
<br />
'''Founder’s Day''' | A day of celebration for the founder of Dar-ach Denur, Arduan. It is usually celebrated with a large feast in one of the holds, and all Denur travel there to celebrate the day.<br />
<br />
'''The Great Melee''' | A day of brawling and drinking for the Denur, all are invited to test their mettle and fight to see who is the strongest in the hold. Bets are usually placed and spectators come from afar to watch.<br />
<br />
'''Keg’s End''' | Celebrated on the night of the new year, this holiday marks a special moment for the Denur. All kegs within the hold must be emptied when the sun rises, and thrown onto a big pyre which is then set aflame during a ritual, promising good health and prosperity.<br />
<br />
== Military, Guards & Law ==<br />
<br />
=== Military ===<br />
The Denur military is structured quite simply. During times of war guards are expected to double as soldiers, while other citizens may choose to aid in the war efforts should they wish to seek glory or defend their homes. The Kjung acts as the sole general of the Denur military during wartime, though they generally appoint other commanders to act beneath them during campaigns. <br />
<br />
=== The Throne Guard ===<br />
The Throne Guard, as their name suggests, are the royal guards that serve directly under the Kjung. There are usually only one or two of these guards at a time, and only the best of the best from the Iron Guard are usually given the chance to rise to this position. Throne Guards tend to be equipped with superior and often magical equipment so they may better protect the Kjung.<br />
<br />
=== The Iron Guard ===<br />
The main guard force of the nation. The Iron Guard are Denur who keep their Hold safe from day-to-day criminals, though may be called upon to act as soldiers during times of war. Due to this, they are regularly put through an intense training regimen to ensure that they are always at their best. <br />
<br />
=== Law ===<br />
Below are a list of example laws to provide an idea of what sorts of actions might fall under certain categories. They are by no means the full list of laws in the Denur nation, and punishment may often be decided on a case by case basis.<br />
<br />
'''High Crime'''<br />
<br />
These crimes are often the most heinous and are naturally punished as such. Processing is handled by the Guard Captain and the accused will always be placed on trial to be judged by the Kjung. <br />
<br />
I. Active use of Void Magic - Execution.<br />
<br />
II. Treason - Banishment and a betrayer brand applied to the accused’s cheek, execution, or imprisonment. <br />
<br />
III. Murder - Imprisonment or Execution. <br />
<br />
'''Low Crime'''<br />
<br />
These crimes are generally still quite severe, though will never result in execution. Processing is handled by the Guard Captain, in rare cases a trial may be needed.<br />
<br />
I. Stealing - Price of goods stolen + 250 Andros Fine, thief brand applied to the accused’s cheek.<br />
<br />
II. Assault - 300 Andros Fine. <br />
<br />
III. Destruction of Property - 250 Andros Fine + cost to repair or replace the damaged property.<br />
<br />
IV. Association with Voidal Entities - 500 Andros Fine, betrayer brand applied to the accused’s cheek. Repeated offenses may result in High Crime punishment.<br />
<br />
V. Failure to Pay Fines - Jail time. 25 Andros = 1 IC Month of Jail time. <br />
<br />
'''Petty Crime'''<br />
These crimes will usually just result in a fine. Repeated offenses may result in the crime being upgraded to a Low Crime. Processing is handled by the guards on duty, no trial is needed.<br />
<br />
I. Trespassing - 25 Andros Fine.<br />
<br />
II. Concealing One’s Identity - A warning. If they refuse to identify themself after this warning then they are presumed to be a criminal and taken into custody. Further punishment will be decided from there. <br />
<br />
III. Possessing Lockpicks - Confiscation of the lockpicks and a 25 Andros Fine per Lockpick.<br />
<br />
<br />
== History ==<br />
The Reforged Realm’s history is still very much in the making… <br />
<br />
To see the full history of the Denur people please see previous nation pages.<br />
Preceded by: [[The Denur Imperium]], [[Realm of the Denur]], and [[The High Kingdom of Arduan]].<br />
<br />
Founded in 1536 by Phyrra Obryn, the Reforged Realm sought to do away with what she saw to be outdated and often self harming traditions that continued to bring the Denur people to their knees. In doing so it was hoped that moving forwards the Realm would have a better chance at survival, even if its acting monarch were to pass or step aside. The entire political structure of the Realm was altered, doing away with the Clan system of old and instead shifting towards a council-based leadership system with the acting Kjung at the helm. With this change made the previous Great Clans were stripped of the political presence they had and deemed to be no more than Denur families – names still held weight and respect, but they were no longer part of the political structure of the Denur. <br />
<br />
Nearing the end of the year 1539 the Denur finally achieved their decades long goal of retaking Dar-ach Denur. Through the united power of the coalition formed between the Denur remnants, Mitrona, Luminion, the Order of Thyst, and many other brave unaffiliated warriors they managed to bring down the trolls, frost giants, and even the demonically empowered ice mage that had stolen and defiled the once great Hold. On that day the Void was dealt a loss, the first of many to come.<br />
<br />
A new era was on the horizon for the Denur, but there was still much to be done. A year of rest was ordered by the Kjung, a time to recuperate, rebuild, and prepare for the many fights against the Void and its servants to come.<br />
<br />
<br />
<br />
{{Navtable_Nations|class="mw-collapsible"}}<br />
{{DEFAULTSORT:The_Iron_Orhim}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aedan_Pineblossom&diff=5060Aedan Pineblossom2023-11-21T20:14:59Z<p>Foodrig: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|+Aedan Pineblossom<br />
| colspan="2" |[[File:Bild 2023-11-21 210737516.png|thumb|Credit: MissTy]]<br />
|-<br />
|Title(s)<br />
|Khari'cerr of the Mystical Empire of Mitrona<br />
|-<br />
|House<br />
|[[House Pineblossom|Pineblossom]]<br />
|-<br />
|Born<br />
|1342 AFS<br />
|-<br />
|Spouse<br />
|[[Aiswyth Pineblossom]]<br />
|-<br />
|Offspring<br />
| [[Elmyra Pineblossom]]<br />
[[Alois Pineblossom]]<br />
<br />
[[Elion Pineblossom]]<br />
|-<br />
|Realm(s)<br />
|[[The Mystical Empire of Mitrona]]<br />
|-<br />
|Race<br />
|[[Wood Elves|Wood Elf]]<br />
|-<br />
|Culture<br />
|Elven<br />
|}<br />
<br />
== Physical Description ==<br />
Cirrim Aedan Pineblossom, also known simply as Aedan Pineblossom, is a 6'5" (195 cm) tall Wood Elf with blonde hair, green eyes, and amber-colored skin. He is often seen wearing green robes over a white tunic. A former mercenary and Tri'cilus of the Mystical Empire, Aedan is a skilled warrior with a muscular build missing his right ear.<br />
<br />
== Characteristics ==<br />
Aedan preferred to be in the wild rather than in the city. However, his position has made him spend the majority of his time in the city instead. He prefers to not interact with people due to his past and early life. Feeling constrained in his decisions he is cautious and prefers to stay in the palace, unlike his predecessors. Many people tend to perceive him as unpleasant. He has a reserved nature and doesn't seem to engage in social interaction with others beyond his small group of friends. This causes him to come across as unapproachable to some. <br />
<br />
== History ==<br />
<br />
=== Early Life ===<br />
Born in 1342 AFS in the southern parts of the Myln Arbor Aedan is the oldest sibling in his family with three younger siblings, his youngest brother being Relvis Pineblossom. His father had a clear favorite son and it wasn't him. No matter what he did, his father's love always seemed out of reach. Instead, it was bestowed to Relvis. On the other hand, his mother adored him. To prove himself he began venturing into the Myln Arbor to hunt ferocious beasts, at 70 he sought to prove his worthiness to his father before enlisting as a warrior of the Woodland Kingdom.<br />
<br />
=== Mercenary Years ===<br />
However, Aedan followed his brother Relvis and joined the Qipchaqi Qhaganate, a mercenary group, after his brother left the Myln Arbor to seek military work abroad be it due to either inaction or boredom. Despite the challenges posed by the harshest battles and scenarios, he fearlessly served under various banners including the Enlightened Kingdom of Luminion during his time with the Qhaganate. However, during his work abroad his mother, while studying voidal effects on the forest went missing and was never found as her disappearance remains a mystery to both Aedan and Relvis. Aedan’s father could do nothing but venture into the forest discovering that she was ambushed and killed by Satyrs. As his father acknowledged this his honor forced him to leave in search of revenge leaving the family heirlooms to Aedan.<br />
Whatever the reason, his father never returned, yet Aedan could no longer serve abroad and filed leave returning home to the glade since his brother and sister at home were not as responsible as his Aedan initially thought, unlike Relvis proved to be. As he took on the responsibility of looking after his younger siblings, he continued to prepare for his Trials. Despite the added pressure and stress, he remained focused and determined, practicing every day. When the day of the Trials finally arrived, he approached each challenge with calm confidence, knowing that he had put in the hard work and dedication required to succeed. And sure enough, he passed.<br />
<br />
=== Under Solana's Reign ===<br />
Aedan journeyed back to the Myln Arbor. He was approached by Khari'cerr Solana Faestra, who had a proposition for him. She offered him the chance to become the position of Tri'cilus. To gain the position, Aedan would have to duel against Acheron, the current Tri'cilus, and emerge victorious. After giving it some thought, however, Aedan decided to take up the offer. However, he chose to retain his position in the Qipchaqi Qhaganate. <br />
Subsequently, he made his way to Mitrona, where he began to adapt to city life. While in Mitrona, he attended the wedding of Rennyn Faestra Solana’s son and Lazerus Al-Amamion. It was brought to his attention that Mythanthar Vidarr, the previous Khari'cerr, wished to duel Solana to regain his position losing the duel. Aedan left to visit his siblings. Upon returning he was surprised to find a letter from the Qhaganate to return due to increased tensions between Mitrona and Luminion. Instead of leaving Mitrona, he chose to remain there until he received news of war breaking out. Only then did he flee Mitrona along with Relvis.<br />
<br />
=== Becoming Khari'cerr ===<br />
After learning that Mythanthar Vidarr had regained the throne to become the next Khari’cerr once more and the war was over, he returned to Mitrona and swore his loyalty to Mythanthar. Aedan was content, often visiting the local tavern as well as overseeing the military in Mitrona training his troops. It was during a training session, Aedan noticed and approached an Attian woman sitting at a nearby campfire. She introduced herself as Aiswyth, and they struck up a conversation where he discovered the lady was actually a wood elf. Aedan and Aiswyth's conversation would start a relationship and the two got married having three children, Alois, Elmyra, and Elion. While serving as Tri'cilus, Aedan Pineblossom aided in enforcing the banishment of citizens from Zadh-Nadrozz and Krisa Amadeus. However, he was faced with a difficult situation when he witnessed a fight between Mythanthar and Caligo Opale in front of the Mitrona church, with a crowd gathered around them. Mythanthar ordered Aedan to intervene, and he was forced to finish off the tiefling. This decision still weighs heavily on him and he deeply regrets it. <br />
Aedan took notice there was an opportunity for him to become a successor to Mythanthar and the leader of the nation he held dear. A tournament was held with Aedan going against three other opponents. After a long and hard fought 2 duels Aedan ultimately emerged as the winner being crowned as the next Khari’cerr of the Mystical Empire in a ritual. With his newfound position, Aedan found himself holding a banquet to celebrate a new chapter in Mitronan history.<br />
<br />
== Trivia ==<br />
*Aedan was called Wheat Hair in his younger years due to his blonde hair.<br />
*A Netherite Battleaxe is Aedan’s weapon of choice.<br />
*During his time as Tri’cilus he was kicked out from spectating a duel of magic in Luminion by his now friend Eldrion Aedaere.<br />
*Aedan’s favorite food is Honey crepes.</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=File:Bild_2023-11-21_210737516.png&diff=5059File:Bild 2023-11-21 210737516.png2023-11-21T20:07:52Z<p>Foodrig: </p>
<hr />
<div>Credit: MissTy</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aedan_Pineblossom&diff=5058Aedan Pineblossom2023-11-21T20:07:18Z<p>Foodrig: Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |+Aedan Pineblossom | colspan="2" | |- |Title(s) |Khari'cerr of the Mystical Empire of Mitrona |- |House |Pineblossom |- |Born |1342 AFS |- |Spouse |Aiswyth Pineblossom |- |Offspring | Elmyra Pineblossom Alois Pineblossom Elion Pineblossom |- |Realm(s) |The Mystical Empire of Mitrona |- |Race |Wood Elf |- |Culture |Elven |}"</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|+Aedan Pineblossom<br />
| colspan="2" |<br />
|-<br />
|Title(s)<br />
|Khari'cerr of the Mystical Empire of Mitrona<br />
|-<br />
|House<br />
|[[House Pineblossom|Pineblossom]]<br />
|-<br />
|Born<br />
|1342 AFS<br />
|-<br />
|Spouse<br />
|[[Aiswyth Pineblossom]]<br />
|-<br />
|Offspring<br />
| [[Elmyra Pineblossom]]<br />
[[Alois Pineblossom]]<br />
<br />
[[Elion Pineblossom]]<br />
|-<br />
|Realm(s)<br />
|[[The Mystical Empire of Mitrona]]<br />
|-<br />
|Race<br />
|[[Wood Elves|Wood Elf]]<br />
|-<br />
|Culture<br />
|Elven<br />
|}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&diff=5057Aquamancy2023-11-19T22:40:13Z<p>Foodrig: Added Frost Wave</p>
<hr />
<div>{{MagicType<br />
| Name = Aquamancy<br />
| Image = AquamancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aros, the realm of Water<br />
| Cast = Catalyst - Aquamarine Gem<br />
| Paths = Frigumancy '''·''' Marinamancy<br />
}}<br />
<br />
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.<br />
<br />
<br />
== History ==<br />
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.<br />
<br />
<br />
== Learning and Teaching ==<br />
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
| 4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3 <br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Aquamancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Aros Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.<br />
|}<br />
<br />
=== Progression - Frigumancy ===<br />
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Frigu Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Frigumancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Frigularis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Marinamancy ===<br />
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Marina Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Marinamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Marinaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Frigumancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.<br />
<br />
==== Optional ====<br />
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. <br />
<br />
<br />
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. <br />
<br />
=== Marinamancy ===<br />
<br />
==== Mandatory ====<br />
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.<br />
<br />
<br />
==== Optional ====<br />
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. <br />
<br />
<br />
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Water Blast<br />
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 25 meters<br />
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.<br />
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.<br />
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Liquid Lasso<br />
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 8 meters<br />
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.<br />
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.<br />
|Succ = The lasso can reach up to 12 blocks far.<br />
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).<br />
}}<br />
{{Spell<br />
|Name = Spring of Life<br />
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.<br />
|Level = 1<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = Creatures heal D2+1 HP when they first enter the spring.<br />
|RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water.<br />
}}<br />
{{Spell<br />
|Name = Condensed Water<br />
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.<br />
<br />
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.<br />
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.<br />
|Succ = The duration lasts for an extra round.<br />
|RedLines = Only one condensed water ball may be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Steed of Tides<br />
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.<br />
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.<br />
|Succ = The steed remains for 4 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Tide Breaker<br />
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.<br />
<br />
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.<br />
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.<br />
|Succ = The weapon's strike deals 4 damage instead of 3.<br />
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.<br />
}}<br />
{{Spell<br />
|Name = Impact Bubbles<br />
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 Meters [Radius]<br />
|Damage = The caster sends out many bubbles all around them In a 10m Radius.<br />
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. <br />
<br />
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.<br />
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.<br />
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.<br />
|Succ = The maximum target amount increases from 4 total to 6 total.<br />
|RedLines = This spell has a cooldown of 1 round. <br />
This spell can maximum hit 4 people <br />
}}<br />
{{Spell<br />
|Name = Vortex<br />
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 15 Meters<br />
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.<br />
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.<br />
|Succ = All creatures sucked into the vortex get dealt D2 damage.<br />
|RedLines = The starting position of the vortex can only be at the caster's position.<br />
<br />
This spell can also move diagonally through only 15 meters.<br />
}}<br />
{{Spell<br />
|Name = Boiling Point<br />
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 Meters<br />
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. <br />
<br />
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.<br />
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.<br />
|Succ = The steaming hot water stays on the target for the maximum time.<br />
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.<br />
}}<br />
{{Spell<br />
|Name = Blessed Waters <br />
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. <br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters.<br />
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.<br />
|Fail = The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. <br />
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.<br />
|RedLines = This spell has a cooldown of 1 round.<br />
}}<br />
{{Spell<br />
|Name = Liquid Limbs<br />
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.<br />
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. <br />
If the caster lacks arms, this spell allows them to use weapons and items.<br />
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls.<br />
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms.<br />
|Succ = The limbs will extend their range by 6 blocks instead.<br />
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts.<br />
}}<br />
{{Spell<br />
|Name = Misty Form<br />
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.<br />
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.<br />
|Succ = The caster, while in this form, also gains +6 meters of additional movement.<br />
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.<br />
}}<br />
{{Spell<br />
|Name = Like Two Drops of Water<br />
|Desc = The caster manipulates water to become an additional copy of themselves.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. <br />
<br />
The copy's turn is after the caster's. <br />
<br />
This spell will last for 4 rounds.<br />
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.<br />
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.<br />
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.<br />
}}<br />
{{Spell<br />
|Name = Aros Manifestation<br />
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.<br />
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.<br />
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.<br />
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Frigumancy<br />
|Spells = <br />
{{Spell<br />
|Name = Reflective Pane<br />
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Selfcast<br />
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.<br />
<br />
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.<br />
<br />
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.<br />
<br />
This pane also works like a mirror in addition to its other effects.<br />
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.<br />
|Succ = The pane, when expended, uses both effects on the attacking creature.<br />
|RedLines = A maximum of 1 pane may exist with the caster at once.<br />
}}<br />
{{Spell<br />
|Name = Puff of Snow<br />
|Desc = The caster creates powdered snow, throwing it at people.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff.<br />
<br />
|Fail = The snow freezes, making the caster unable to move for 1 round.<br />
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead.<br />
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow.<br />
}}<br />
{{Spell<br />
|Name = Ice Maiden's Kiss<br />
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.<br />
|Level = 2<br />
|Casting = 8<br />
|Range = 10 meters<br />
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.<br />
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.<br />
|Succ = The target gets frozen and damaged for D3+1 rounds instead.<br />
|RedLines = Frozen targets can still attack if a target is in range.<br />
Any Pyromancy spell or Fire will end the duration early.<br />
}}<br />
{{Spell<br />
|Name = Frigustasis<br />
|Desc = The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.<br />
|Level = 2<br />
|Casting =13<br />
|Range = 10 meters<br />
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. <br />
<br />
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. <br />
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.<br />
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.<br />
|RedLines = Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. <br />
<br />
The ice won't break from attacks unless melted.<br />
<br />
}}<br />
{{Spell<br />
|Name = Icy Tundra<br />
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.<br />
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.<br />
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Solid Frost<br />
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = Roll a d3 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.<br />
<br />
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.<br />
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.<br />
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile.<br />
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. <br />
<br />
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early.<br />
<br />
To dodge an incoming spear you will have to roll intelligence.<br />
}}<br />
{{Spell<br />
|Name = Wall of Ice<br />
|Desc = The caster creates a wall of ice.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a wall of ice, which is 5 meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.<br />
<br />
This wall will also only last for 1d3+1 rounds if not broken beforehand.<br />
<br />
|Fail = The caster's hands freeze, unable to use their hands for 1 round.<br />
|Succ = The wall is extra strong and lasts the max amount of time.<br />
|RedLines =<br />
}}<br />
{{Spell<br />
|Name = Frozen Arc<br />
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 12 meters<br />
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. <br />
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.<br />
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.<br />
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. <br />
}}<br />
{{Spell<br />
|Name = Cloud Weaving <br />
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.<br />
|Level = 4<br />
|Casting = 12<br />
|Range = 10 meters [Radius]<br />
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:<br />
<br />
1= Freezing: The fog applies a 4-meter slow.<br />
<br />
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.<br />
<br />
3= Ambient: The fog applies blindness.<br />
<br />
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.<br />
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.<br />
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.<br />
|RedLines = The fog will vanish instantly once the caster leaves the area.<br />
}}<br />
{{Spell<br />
|Name = Frost Wave<br />
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.<br />
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round.<br />
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn.<br />
|Succ = The wave hits the enemy’s so hard, they take +1 damage.<br />
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out.<br />
}}<br />
{{Spell<br />
|Name = Frost Sanctuary<br />
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 meters<br />
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.<br />
<br />
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.<br />
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.<br />
|Succ = The sanctuary remains active for D2+3 rounds.<br />
|RedLines = <br />
}}<br />
{{Spell<br />
|Name = Permafrost<br />
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.<br />
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.<br />
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.<br />
|RedLines = Any Frigumancer is unable to be frozen this way.<br />
<br />
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Marinamancy<br />
|Spells = <br />
{{Spell<br />
|Name = Wave Rider<br />
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.<br />
While the wave is active, the caster must use all of their movement every round, or the spell ends early.<br />
<br />
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.<br />
<br />
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.<br />
|Succ = The caster gains +4 meters movement.<br />
|RedLines = The caster cannot cast while riding the wave.<br />
This spell ends if the caster isn't within range of their tear<br />
<br />
You can't damage the same person more than once each turn<br />
}}<br />
{{Spell<br />
|Name = Flash Flood<br />
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 12 meters<br />
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.<br />
|Fail = The spell fails to manifest.<br />
|Succ = The spell travels 16 meters instead.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Sea Serpents Snap<br />
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.<br />
|Fail = The caster inflicts 2 damage upon themselves.<br />
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Tangled Tentacles<br />
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:<br />
<br />
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.<br />
<br />
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.<br />
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.<br />
|Succ = The tendrils remain for an extra round.<br />
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Tortoise Scales<br />
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.<br />
|Level = 3<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.<br />
|Fail = The scales don’t form a shield and fall to the ground, useless.<br />
|Succ = The scales grant a +3 boost and 2 meters slow instead.<br />
|RedLines = The scales or shield cannot be used for anything but defending against an attack.<br />
}}<br />
{{Spell<br />
|Name = Animalistic Assault<br />
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.<br />
<br />
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.<br />
<br />
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.<br />
<br />
The paralyzed duration stacks with each pufferfish hitting the same target.<br />
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.<br />
|Succ = An extra pufferfish is summoned.<br />
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.<br />
}}<br />
{{Spell<br />
|Name = Voco Aquatis<br />
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.<br />
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.<br />
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.<br />
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.<br />
}}<br />
{{Spell<br />
|Name = Sea Dragon’s Wrath<br />
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters.<br />
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.<br />
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. <br />
|Succ = The spell deals maximum damage.<br />
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.<br />
}}<br />
{{Spell<br />
|Name = Tide Call<br />
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.<br />
<br />
1 = Crabs, D2 is added to the spell's damage.<br />
<br />
2 = Squids, enemies are blinded for D3 rounds.<br />
<br />
3 = Jellyfish, enemies are shocked for D3 rounds.<br />
<br />
4 = Pufferfish, enemies are paralyzed for D3 rounds.<br />
<br />
5 = Sharks, 2d2 is added to the spell's damage.<br />
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.<br />
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.<br />
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.<br />
<br />
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Purifying Prowess<br />
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.<br />
|Range = Touch<br />
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.<br />
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Aquatic Blessing (Marinamancy only)<br />
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.<br />
|Range = Self<br />
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Icy Mold (Frigumancy only)<br />
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.<br />
|Range = Self<br />
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.<br />
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&diff=5056Hemomancy2023-11-19T22:34:00Z<p>Foodrig: Added Ichor Boost</p>
<hr />
<div>{{MagicType<br />
| Name = Hemomancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Sanguine Relic<br />
| Paths = Night '''·''' Beast '''·''' Blood<br />
}}<br />
<br />
<br />
Tremble, fearful mortals, for the midnight hour chimes. <br />
<br />
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.<br />
== History ==<br />
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?<br />
<br />
<br />
== Learning and Teaching ==<br />
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 2 to Lvl 3<br />
| 4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" | Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times. <br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5 <br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
| 1 Session<br />
|Event<br />
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Hemomancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Initiate<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Bloodless initiate<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Red cultist<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Red cultist veteran<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 sanguine charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Hemomancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - House of the Night ===<br />
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. <br />
<br />
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Fledgeling<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.<br />
|-<br />
| rowspan="1" |Lvl 7 - Neonate<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.<br />
|-<br />
| rowspan="1" |Lvl 8 - Half Blood<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Noble Blood<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.<br />
|-<br />
| rowspan="1" |Lvl 10 - Midnight Aristocrat<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.<br />
|}<br />
<br />
=== Progression - House of the Beast ===<br />
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Whelp<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.<br />
|-<br />
| rowspan="1" |Lvl 7 - Pack Scavenger<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.<br />
|-<br />
| rowspan="1" |Lvl 8 - Beta Hunter<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Alpha Predator<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.<br />
|-<br />
| rowspan="1" |Lvl 10 - Bloodless Beastmaster<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.<br />
|}<br />
<br />
=== Progression - House of Blood ===<br />
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Bloodied initiate<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 7 - Devout Follower<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 6 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 8 - Red Preacher<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Ichor Bishop<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 8 sanguine charges.<br />
|-<br />
| rowspan="1" |Lvl 10 - Crimson Lord<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 8 sanguine charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request an LM or GM. <br />
<br />
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art. <br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Blood Needle<br />
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 15 meters<br />
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.<br />
<br />
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.<br />
|Fail = The blood drops fail to take form and fall on the ground.<br />
|Succ = The caster creates D4+4 needles instead.<br />
|RedLines = Each enemy may only be targeted by 3 needles at a time.<br />
}}<br />
{{Spell<br />
|Name = Blood Splatter<br />
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 3 meters<br />
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic, spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.<br />
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.<br />
|Succ = The targets hit with this spell will take 1 damage from it.<br />
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.<br />
}}<br />
{{Spell<br />
|Name = Sanguine Brand<br />
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.<br />
|Level = 1<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.<br />
<br />
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.<br />
<br />
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.<br />
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.<br />
|Succ = The brand deals D2+1 damage when eroding.<br />
|RedLines = Only 2 brands may be active at one time<br />
}}<br />
{{Spell<br />
|Name = Blood Seed<br />
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 1 meters<br />
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it, dealing 1 damage for every round the enemy is standing on that space.<br />
<br />
The target that gets pierced will be stuck in place for 3 rounds.<br />
<br />
It will dissolve if the seed hasn't pierced anyone after 3 rounds.<br />
|Fail = The seed refuses to form, dissolving into a few drops of blood.<br />
|Succ = The seed will live up to 5 rounds without anyone stepping on it.<br />
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.<br />
}}<br />
{{Spell<br />
|Name = Blood Bolt<br />
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 15 meters<br />
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.<br />
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.<br />
|Succ = The bolt deals 2D2 damage.<br />
|RedLines = The enhanced version of this spell costs 1 sanguine charge.<br />
}}<br />
{{Spell<br />
|Name = Seal Limb<br />
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.<br />
<br />
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.<br />
<br />
If a leg is sealed, the target loses half its movement.<br />
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.<br />
|Succ = The seal lasts for the maximum amount of rounds.<br />
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.<br />
}}<br />
{{Spell<br />
|Name = Borrowed Time<br />
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 5 meters<br />
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.<br />
<br />
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.<br />
|Fail = The caster freezes themselves in place for 1 round.<br />
|Succ = The spell instead lasts for D2+1 rounds.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Unleased Armor<br />
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Self<br />
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.<br />
<br />
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.<br />
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.<br />
|Succ = The spikes will do the maximum amount of damage.<br />
|RedLines = This spell can kill you.<br />
}}<br />
{{Spell<br />
|Name = Crackling Skin<br />
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.<br />
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.<br />
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.<br />
|RedLines = This spell costs one sanguine charge.<br />
<br />
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.<br />
}}<br />
{{Spell<br />
|Name = Wielded Blood<br />
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Selfcast<br />
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.<br />
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.<br />
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.<br />
|RedLines = This spell costs one sanguine charge to cast.<br />
<br />
Switching out from this weapon before the time runs out costs an action phase.<br />
}}<br />
{{Spell<br />
|Name = Blood Garden<br />
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.<br />
<br />
With every step an enemy takes within the field, another blood seed will activate.<br />
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.<br />
|Succ = The area stays for D5+3 rounds instead.<br />
|RedLines = This spell requires 2 sanguine charges. A loremaster must be present to cast this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Night<br />
|Spells = <br />
{{Spell<br />
|Name = Life Leech<br />
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 5 meters<br />
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.<br />
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP<br />
|Succ = More blood is drained, healing the caster by 1 additional HP.<br />
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.<br />
}}<br />
{{Spell<br />
|Name = Summon Darkness<br />
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.<br />
<br />
In a closed room the fog lasts D3+2 rounds by filling the space. <br />
<br />
In an open room, the fog stays for D3+1 rounds and slowly leaves. <br />
<br />
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.<br />
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.<br />
|Succ = The fog is especially potent and lasts the full duration of the spell.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Summon Household<br />
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.<br />
<br />
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.<br />
<br />
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.<br />
<br />
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.<br />
<br />
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.<br />
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.<br />
|Succ = The summoned creature is doubled.<br />
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.<br />
}}<br />
{{Spell<br />
|Name = Bloody Siphon<br />
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.<br />
<br />
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.<br />
<br />
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.<br />
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.<br />
|Succ = The siphon's range is increased to 10 meters<br />
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.<br />
}}<br />
{{Spell<br />
|Name = True Form<br />
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.<br />
<br />
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.<br />
<br />
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.<br />
<br />
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.<br />
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.<br />
|Succ = The spell lasts for the max duration.<br />
|RedLines = This spell costs 2 sanguine charges to cast.<br />
<br />
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Beasts<br />
|Spells = <br />
{{Spell<br />
|Name = Strengthen Muscles<br />
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.<br />
<br />
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.<br />
|Fail = The caster strains their muscles too much, wasting their relic power.<br />
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.<br />
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.<br />
<br />
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.<br />
}}<br />
{{Spell<br />
|Name = Bestial Ground Claws<br />
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 8 meters<br />
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.<br />
<br />
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.<br />
<br />
Each slash deals D2+2 damage.<br />
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.<br />
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Feral Fist<br />
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 4 meters<br />
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.<br />
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.<br />
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.<br />
|Succ = Knockback distance is charged to its maximum range.<br />
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. <br />
}}<br />
{{Spell<br />
|Name = Beastkin Howl<br />
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = Self<br />
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.<br />
<br />
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.<br />
<br />
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.<br />
<br />
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.<br />
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.<br />
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.<br />
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.<br />
}}<br />
{{Spell<br />
|Name = Regeneration<br />
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Self<br />
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.<br />
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.<br />
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. <br />
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.<br />
}}<br />
{{Spell<br />
|Name = Hunting Grounds<br />
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 10 meters<br />
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.<br />
<br />
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.<br />
<br />
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.<br />
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy. <br />
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.<br />
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.<br />
}}<br />
{{Spell<br />
|Name = True Beast<br />
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.<br />
<br />
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. <br />
<br />
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.<br />
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.<br />
|Succ = The spell lasts for the maximum amount of rounds.<br />
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = House of Blood<br />
|Spells = <br />
{{Spell<br />
|Name = Hemoplague<br />
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.<br />
<br />
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.<br />
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.<br />
|Succ = The hemoplague has the maximum effect of 4 rounds.<br />
|RedLines = This spell costs 1 sanguine charge to cast.<br />
}}<br />
{{Spell<br />
|Name = Greedy Blood Collector<br />
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.<br />
<br />
Every 5 damage during the spell's active time will restore one blood charge.<br />
|Fail = The Sanguine Relic will lose one charge instead of filling.<br />
|Succ = The spell stays active for the max duration.<br />
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.<br />
}}<br />
{{Spell<br />
|Name = Ichor Boost<br />
|Desc = The caster temporarily infuses a target with tainted blood from Hemon, empowering them by mimicking the natural talents of Eden’s races. <br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster empowers a target of choice with ONE of the following effects for d3+2 rounds:<br />
<br />
Orcish Might: +2 to Strength rolls.<br />
<br />
Denur Resilience: +2 to Defense rolls.<br />
<br />
Halfling Speed: +2 to Agility rolls.<br />
<br />
Azari’cill Cunning: +2 to Intelligence rolls.<br />
<br />
A sanguine charge may be expended to increase the duration of the spell to d3+3, and the stat boost by +1. <br />
|Fail = The caster suffers a -1 to all stats for d2 rounds. <br />
|Succ = The target receives an additional +1 in the chosen stat.<br />
|RedLines = Each mage may only have one instance of this spell active at a time. A target already under the effect of this spell may not be targeted with it again. The caster may not target themself with this spell. The bonus to intelligence does not apply to spellcasting or unbinding rolls.<br />
}}<br />
{{Spell<br />
|Name = Mosquito Swarm<br />
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.<br />
<br />
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.<br />
<br />
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.<br />
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.<br />
|Succ = The mosquitos stay for the longest time if they are undisturbed.<br />
|RedLines = Only one swarm can be on the same player.<br />
}}<br />
{{Spell<br />
|Name = Crimson Lining<br />
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. <br />
<br />
If the target does decide to move away from the target, they take 1 damage per meter traveled. <br />
<br />
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. <br />
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. <br />
|RedLines = This spell costs 1 sanguine charge.<br />
}}<br />
{{Spell<br />
|Name = Crimson Volley<br />
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. <br />
<br />
Each shot deals D2 damage on hit and coats the target in their blood.<br />
<br />
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. <br />
|Succ = The mage creates all 3 balls instead of D3.<br />
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. <br />
}}<br />
{{Spell<br />
|Name = Bloodless<br />
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.<br />
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.<br />
|Succ = The maximum range of the spell is increased to 15 meters.<br />
|RedLines = This spell uses all the remaining charges in the Relic.<br />
<br />
Both allies and enemies in the area have to roll defense.<br />
}}<br />
{{Spell<br />
|Name = Vitality Link<br />
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.<br />
<br />
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.<br />
<br />
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.<br />
<br />
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)<br />
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.<br />
|Succ = The spell lasts for the maximum duration.<br />
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.<br />
}}<br />
{{Spell<br />
|Name = Heir of Blood<br />
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.<br />
<br />
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.<br />
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.<br />
|Succ = The terrain lasts for the maximum amount of rounds.<br />
|RedLines = A Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Ichor Friend (Hemomancy)<br />
|Desc = The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.<br />
|Range = Self<br />
|Effect = The caster can control blood to do small things or make blood familiars. The blood familiar can take up to 1 HP of damage and then disappears until the cooldown refreshes. If the caster already has a familiar, they can spend their next action to create another. If they have 3 familiars, they also gain +1 to Intelligence.<br />
|RedLines = Once one of the caster's familiars are slain, this ability has a 3-round cooldown. <br />
<br />
The caster can have a maximum of 3 blood familiars.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Bloody Nails (House of the Night)<br />
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.<br />
|Range = Self<br />
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. <br />
If the ability is used at night, the mage increases their melee range to 5 meters. <br />
If 3 hits land in a row, then the caster regains 1HP.<br />
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Crimson Eyes (House of the Night)<br />
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. <br />
|Range = Self<br />
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.<br />
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Blood Sucker (House of the Night)<br />
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.<br />
|Range = Touch<br />
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.<br />
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Vampiric Skin (House of the Night)<br />
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.<br />
|Range = Self<br />
|Effect = The vampire gains 2 health points.<br />
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Vampiric Hover (House of the Night)<br />
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.<br />
|Range = Self<br />
|Effect = The mage is immune to fall damage.<br />
|RedLines = The ability can only be activated if the mage is conscious.<br />
}}<br />
<br />
<br />
{{MagicAbility<br />
|Name = Claws (House of the Beast)<br />
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.<br />
|Range = Self<br />
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.<br />
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Preying Scents (House of the Beast)<br />
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.<br />
|Range = 50 meters<br />
|Effect = The mage is aware of any prey within 50 meters of them.<br />
|RedLines = This ability doesn't work in crowded areas such as towns and cities. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Protective Coat (House of the Beast)<br />
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. <br />
|Range = Self<br />
|Effect = The caster grows a skin or pelt of the creature of their desire.<br />
They may choose from a scaled coat which will give them +2 to defense rolls.<br />
<br />
They may choose from a fur coat that will give them +2 HP over their max amount. <br />
<br />
They may choose from a spiked coat that will give them a +2 to melee rolls. <br />
<br />
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.<br />
|RedLines = The caster cannot swap between skins. <br />
If the caster has a scaled coat, they take +1 damage from melee attacks.<br />
If the caster has a fur coat, they take +1 damage from fire attacks.<br />
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fight or Flight (House of the Beast)<br />
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. <br />
|Range = Self<br />
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. <br />
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Apex Instinct (House of the Beast)<br />
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. <br />
|Range = Self<br />
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.<br />
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Blood Flame (House of Blood)<br />
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. <br />
|Range = This Mage's blood stains<br />
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.<br />
<br />
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. <br />
|RedLines = This effect can not be used to burn blocks. <br />
}}<br />
|<br />
}}<br />
<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&diff=5055Pyromancy2023-11-19T22:28:45Z<p>Foodrig: Added Solar Blessing</p>
<hr />
<div><br />
{{MagicType<br />
| Name = Pyromancy<br />
| Image = PyromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Ignos, the realm of Fire<br />
| Cast = Catalyst - Sphalerite Gem<br />
| Paths = Solarmancy '''·''' Magmamancy<br />
}}<br />
<br />
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.<br />
<br />
<br />
== History ==<br />
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.<br />
<br />
<br />
== Learning and Teaching ==<br />
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Pyromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Ignos Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.<br />
|}<br />
<br />
=== Progression - Solarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Solar Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Solarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Solaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Magmamancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Magmic explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Magmamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Magmaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires. <br />
<br />
== Bodily Changes ==<br />
<br />
=== Magmamancy ===<br />
<br />
==== Mandatory ====<br />
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.<br />
<br />
==== Optional ====<br />
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.<br />
<br />
<br />
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.<br />
<br />
=== Solarmancy ===<br />
<br />
==== Mandatory ====<br />
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.<br />
<br />
==== Optional ====<br />
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.<br />
<br />
<br />
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate. <br />
<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells =<br />
{{Spell<br />
|Name = Ignis Enlightenment<br />
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = 3 meters<br />
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.<br />
<br />
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.<br />
<br />
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.<br />
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.<br />
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.<br />
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.<br />
}}<br />
{{Spell<br />
|Name = Blazing Tempo<br />
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = Selfcast<br />
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.<br />
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.<br />
|Succ = The spell's duration lasts for D3+2 rounds.<br />
|RedLines = The spell is ineffective if the caster is bound.<br />
}}<br />
{{Spell<br />
|Name = Flame Arrow<br />
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 10 meters or Bow range if used.<br />
|Damage = If the arrow is shot on its own, it deals 2 damage.<br />
If the arrow is shot with a bow, it deals D3 damage.<br />
If the arrow is shot with a crossbow, it applies Burning.<br />
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.<br />
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.<br />
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.<br />
}}<br />
{{Spell<br />
|Name = Pyrotic Pulse<br />
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Touch<br />
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.<br />
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.<br />
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.<br />
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.<br />
}}<br />
{{Spell<br />
|Name = Blazing Arsenal<br />
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.<br />
<br />
This weapon can be of any known and common design so long as it is one solid piece.<br />
<br />
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.<br />
|Fail = The weapon fails to summon.<br />
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.<br />
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.<br />
}}<br />
{{Spell<br />
|Name = Breath of the Dragon<br />
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.<br />
<br />
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. <br />
<br />
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.<br />
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.<br />
|Succ = Roll a D3 to determine damage instead of a D2.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
}}<br />
{{Spell<br />
|Name = Scorched Blade<br />
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 8 meters<br />
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.<br />
|Fail = The weapon implodes, dealing 2 dmg to the caster.<br />
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.<br />
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.<br />
}}<br />
{{Spell<br />
|Name = Fireball<br />
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.<br />
<br />
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.<br />
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.<br />
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.<br />
|RedLines = The spell can damage objects but requires a loremaster's supervision.<br />
Always round off the damage if the number is uneven.<br />
}}<br />
{{Spell<br />
|Name = Rejuvenating flames<br />
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.<br />
<br />
This shroud lasts for D2 rounds.<br />
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.<br />
|Succ = The effect lasts for 1 additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Aspect of Flame<br />
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. <br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast. 1 meter when used for combat.<br />
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. <br />
The caster can choose to use the extension for two purposes:<br />
<br />
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. <br />
<br />
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. <br />
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.<br />
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.<br />
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.<br />
}}<br />
{{Spell<br />
|Name = Ember Trap<br />
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.<br />
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.<br />
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. <br />
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. <br />
}}<br />
{{Spell<br />
|Name = Wall of Flame<br />
|Desc = You draw from the power of Ignos to create a flaming barrier.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. <br />
<br />
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.<br />
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.<br />
|Succ = The wall flares up, dealing D2+1 and burning.<br />
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. <br />
}}<br />
{{Spell<br />
|Name = Spirit Phoenix<br />
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.<br />
<br />
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.<br />
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.<br />
|Succ = The spell's duration increases by 2 rounds.<br />
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.<br />
}}<br />
{{Spell<br />
|Name = Coiling Inferno<br />
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15m<br />
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.<br />
<br />
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.<br />
|Fail = The flames coil fully around the caster dealing D3 damage.<br />
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.<br />
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.<br />
}}<br />
{{Spell<br />
|Name = Fiery Cyclone<br />
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 6 meters<br />
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.<br />
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.<br />
|Succ = The cyclone's movement becomes 8 meters.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Flaming Behemoth<br />
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.<br />
<br />
HP: 10<br />
<br />
Str: +6, Def: +2, Agi: None, Int: +6<br />
<br />
The spirit has 3 attacks, which the caster can use at the end of their turn.<br />
<br />
Flame Breath:<br />
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.<br />
<br />
Flame Claws:<br />
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.<br />
<br />
Burning Blight:<br />
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.<br />
<br />
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.<br />
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.<br />
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.<br />
|RedLines = A loremaster must be present when trying to use this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Solarmancy<br />
|Spells =<br />
{{Spell<br />
|Name = Smothering Dome<br />
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage, rounded down, to the damage of the sun. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.<br />
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.<br />
|Succ = The dome will last for 2 rounds.<br />
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.<br />
Shooting the beam does not require an additional action.<br />
}}<br />
{{Spell<br />
|Name = Solar Blessing<br />
|Desc = The caster blesses someone with the power of a sun from Ignos, enveloping them in light. This restores some of the targets' minor wounds and aids with their sight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = The caster envelops someone with light restoring D2 HP to them, removing the blindness effect and making them immune to magical darkness for 3 rounds.<br />
|Fail = The light shines in the casters' eyes instead blinding them for 1 round.<br />
|Succ = The light restores the maximum amount of HP and can be used on two targets but only heals 1 HP if you decide to target two people.<br />
|RedLines = The caster can target themselves with this spell.<br />
}}<br />
{{Spell<br />
|Name = Smite<br />
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.<br />
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.<br />
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.<br />
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.<br />
}}<br />
{{Spell<br />
|Name = Blinding Strike<br />
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.<br />
|Fail = The caster takes 3 damage from sunburn.<br />
|Succ = The stun lasts for an additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Fiery Mirror<br />
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.<br />
<br />
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.<br />
<br />
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.<br />
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.<br />
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.<br />
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.<br />
}}<br />
{{Spell<br />
|Name = Ecliptic Blast<br />
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.<br />
|Level = 3<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.<br />
<br />
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.<br />
<br />
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.<br />
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.<br />
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.<br />
<br />
The spell will cause 2D2+1 damage instead.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
<br />
After using this spell the caster cannot attempt to cast it again for 3 rounds.<br />
}}<br />
{{Spell<br />
|Name = Regulus Protection<br />
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.<br />
<br />
The spell lasts until its HP is gone or after 3 rounds.<br />
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.<br />
|Succ = The caster can roll D10 for the spell's HP value.<br />
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.<br />
}}<br />
{{Spell<br />
|Name = Sunlight Mirage<br />
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. <br />
<br />
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.<br />
<br />
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.<br />
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.<br />
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.<br />
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. <br />
}}<br />
{{Spell<br />
|Name = Spear of the Sun<br />
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.<br />
<br />
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.<br />
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.<br />
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.<br />
|RedLines = Only one spear may be created by the caster at any time.<br />
}}<br />
{{Spell<br />
|Name = Shining Valkyrie<br />
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = A shining armor is formed around the caster for D3+2 rounds. <br />
<br />
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.<br />
<br />
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.<br />
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.<br />
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.<br />
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.<br />
}}<br />
{{Spell<br />
|Name = Rays of Ignos<br />
|Desc = The caster conjures potent beams of light that track their targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.<br />
<br />
This spell lasts for 3 rounds.<br />
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.<br />
|Succ = The spell stays for an extra round.<br />
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.<br />
}}<br />
{{Spell<br />
|Name = Solar Expulsion<br />
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.<br />
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.<br />
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.<br />
|RedLines = This spell decays structures within 30 meters as if they were molten.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Magmamancy<br />
|Spells =<br />
{{Spell<br />
|Name = Blazing Shield<br />
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.<br />
|Fail = Nothing happens.<br />
|Succ = The fiery pulse riposte now deals D2 damage.<br />
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.<br />
}}<br />
{{Spell<br />
|Name = Ring of Fire<br />
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.<br />
|Level = 2<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.<br />
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.<br />
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.<br />
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.<br />
<br />
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.<br />
}}<br />
{{Spell<br />
|Name = Darkened Skies<br />
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.<br />
<br />
This effect lasts for D3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = The effect stays for an additional D3 rounds.<br />
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.<br />
}}<br />
{{Spell<br />
|Name = Blazing Bolts<br />
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.<br />
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. <br />
|Succ = The bolts always make the target take immediate burn damage.<br />
|RedLines = A maximum of 3 bolts can be shot at the same target.<br />
}}<br />
{{Spell<br />
|Name = Molten Soil<br />
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.<br />
|Fail = The spell has no effect.<br />
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.<br />
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.<br />
}}<br />
{{Spell<br />
|Name = Scorching Panoply<br />
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.<br />
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.<br />
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.<br />
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.<br />
}}<br />
{{Spell<br />
|Name = Smouldering Rain<br />
|Desc = You make it rain fiery ash for a short time.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 blocks<br />
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.<br />
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.<br />
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.<br />
|RedLines = The caster is immune to the rain.<br />
}}<br />
{{Spell<br />
|Name = Meteoric Barrage<br />
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.<br />
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.<br />
|Succ = The fireballs deal 5 flat damage.<br />
|RedLines = A maximum of 2 fireballs may be directed at a single player.<br />
<br />
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Flaming Familiar<br />
|Desc = The mage can create a small, flame-like spirit that follows them around.<br />
|Range = Selfcast<br />
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.<br />
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Brilliant Radiance (Solarmancy only)<br />
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.<br />
|Range = 10 meters<br />
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.<br />
<br />
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.<br />
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Running Hot (Magmamancy only)<br />
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.<br />
|Range = Selfcast<br />
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.<br />
|RedLines = Once used, this ability has a cooldown of 3 rounds.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5047Necromancy2023-11-11T19:10:01Z<p>Foodrig: /* Additional Abilities */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5046Necromancy2023-11-09T07:44:21Z<p>Foodrig: /* Progression - Death-Destined */</p>
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<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
<br />
A Necromancer may only revive one character each month.<br />
<br />
To perform this, the Necromancer needs the head or the majority of other body parts of the character.<br />
<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5045Necromancy2023-11-09T07:43:54Z<p>Foodrig: /* Progression - Soul-Destined */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
<br />
A Necromancer may only revive one character each month.<br />
<br />
To perform this, the Necromancer needs the head or the majority of other body parts of the character.<br />
<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5044Necromancy2023-11-08T22:08:07Z<p>Foodrig: /* Additional Abilities */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
<br />
A Necromancer may only revive one character each month.<br />
<br />
To perform this, the Necromancer needs the head or the majority of other body parts of the character.<br />
<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5043Necromancy2023-11-08T22:07:43Z<p>Foodrig: /* Additional Abilities */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
A Necromancer may only revive one character each month.<br />
To perform this, the Necromancer needs the head or the majority of other body parts of the character.<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5042Necromancy2023-11-08T22:05:46Z<p>Foodrig: /* Spells */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
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{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
A Necromancer may only revive one character each month.<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
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{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5041Necromancy2023-11-08T22:04:29Z<p>Foodrig: /* Additional Abilities */</p>
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<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
<br />
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Resurrection (Necromancy)<br />
|Desc= A caster collects anumber of broken souls they have collected into a single, unscaved soul. They use this pure soul to reanimate a fallen ally, a dead friend, or whoever they please.<br />
|Range = Touch<br />
|Effect = The caster touches their target and brings them back to life. The reanimated target feels immense thankfulness to the caster.<br />
<br />
The Necromancer can choose to bind the target to himself, forcing it to obey his commands.<br />
|RedLines = This ability costs five souls.<br />
<br />
This ability may not be performed without the OOC consent of the resurrected player. <br />
A Necromancer may only revive one character each month.<br />
A Loremaster or Gamemaster is required to oversee the casting of this ability.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=5040Necromancy2023-11-07T18:53:15Z<p>Foodrig: Clarification on Soul Chain Effect</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
<br />
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Wood_Elves&diff=5039Wood Elves2023-11-05T17:23:04Z<p>Foodrig: /* Appearance */</p>
<hr />
<div>{{Races<br />
|Image = Wood-elf-wiki.png<br />
|Name = Azari’cerr (Wood Elves)<br />
|Nicknames = Azira'cerr<br />
Wood Elf<br />
|Languages = Azari Linguae, Common<br />
|Height = 1.70m - 1.93m (5’7" - 6’3")<br />
|Weight = 52kg to 88kg (115lbs - 194lbs)<br />
|Land = Myln Abor<br />
|Capital = Mitrona<br />
|STR = +1<br />
|DEF = +0<br />
|AGI = +3<br />
|INT = +0<br />
}}<br />
<br />
<br />
== Introduction ==<br />
They are the watchers of the wood, the gale that howls through the canopies. They are the fury of the wild. As changeable as weather, as merciless as nature itself. They are the Azari’cerr, vengeful untamed Azari of terrifying power, and to any who enter their lands unbidden, they are dead.<br />
<br />
''“Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of the Elves. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Amber Woods. Many who enter Myln Arbor never come out again, and thus do the wise learn to shun the deep woods of The Glade of Dragons.” - Klaus Gerbrandt, Imperial Emissary.''<br />
<br />
<br />
__TOC__<br />
<br />
== Appearance ==<br />
The Wood Elves, or Azari’cerr as they call themselves are moderately tall Amber-skinned people that reside within the confines of the Amber Forest of Myln Arbor which is situated to the east of Eden’s tail in the Glade of Dragons. The average male can grow up to 1,93 meters tall with females usually being slightly shorter than that. The Azari’cerr usually have brown, black, or red hair and cannot grow facial hair. Their eye color ranges from shades of brown, green, and amber, and rarely seen cases of amethyst purple. The most distinguishing feature of an Elf is a pair of long ears with a pointed tip. Elven ears grow to an average of 15 centimeters. <br />
<br />
The Azari live significantly longer than the other races on Eden. Understanding the aging of the Azari can be complicated because they work with two calendars. The official one in most Azari nations is known as the Stargazer Calendar and is based on the position of Eseron in the great void towards the sun. An Azari year counts four seasons and ends when Eseron has come full circle around the sun. Besides this elven calendar, the Azari use something known as the Imperial, or common calendar. This calendar developed in the ancient Attian Empire is these days used around the continent and is built to better reflect the lifespan of most other intelligent races and creatures. This calendar runs significantly quicker at four years per single Elven year. The Imperial calendar uses the changing of the seasons as the start of a new year. Making it so that seasons in the Imperial calendar system last for the entire year. <br />
<br />
While the Azari’cerr do count in common years, it is not unheard of to hear a particularly conservative Azari’cerr still using Elven years and refusing to recognize the imperial system as a valid alternative. Most Elves prefer to use common years for more mundane things like counting their age or to refer to calendar years. Elves reach adulthood at 72 common years and can live up to 300-400 common years. The Azari'cerr keep their youthful appearance for most of their lives, only starting to show visible aging when they reach the age of 250.<br />
<br />
After one of the Azari’cerr dies, their body dissolves into what is known as a soul seed. This is seen as the start of the process of rebirth and becoming one with the Father, Kharash, and the Amber Tree. When these soul seeds start growing once more. The Azari’cerr will have transformed into what is known as a Sylvani and the cycle of rebirth continues once more.<br />
<br />
== Language ==<br />
Elves generally speak the common tongue. Through its extreme popularity, this language has been adopted and normalized in Elven culture. Like their cousins in Aerial, the Azari’cerr use a combination of the common tongue and the ancient elven language. <br />
<br />
Although a mostly forgotten one, with scholars rediscovering snippets of the ancient elven language, elven communities have begun to incorporate the vocabulary of the language into daily occasions.<br />
<br />
Below is a list of frequently used ancient elven words that found their way into common speech:<br />
<br />
{| class="wikitable"<br />
|+<br />
! colspan="2" |<u>Greetings</u><br />
|-<br />
!Elvish<br />
!Common<br />
|-<br />
|Vale<br />
|Hello/Greetings<br />
|-<br />
|Vale’tar <br />
|Farewell<br />
|-<br />
|Fílo(s)<br />
|Friend(s)<br />
|-<br />
! colspan="2" |<u>Races</u><br />
|-<br />
|Azari <br />
|Elf<br />
|-<br />
|Azari’cill<br />
|High Elf/Pure Elf<br />
|-<br />
|Azari’cerr<br />
|Wood Elf/Wild Elf<br />
|-<br />
|Azari’lunn<br />
|Dark Elf/Moon Elf<br />
|-<br />
|Azari’soll<br />
|Fire Elf/Sun Elf<br />
|-<br />
|Dur’arum<br />
|Denur<br />
|-<br />
|Vari(s)<br />
|Human(s)<br />
|-<br />
|Ghesiri(s)<br />
|Faulskins(s)<br />
|-<br />
|De’nevir<br />
|Tiefling<br />
|-<br />
! colspan="2" |<u>Titles</u><br />
|-<br />
|Khari’cerr<br />
|The wild Father/Chieftain<br />
|-<br />
|Therri’cerr<br />
|Sentinel of the Wilderness<br />
|-<br />
|Tricilus<br />
|Chief<br />
|-<br />
|Bessi’inn<br />
|Blessed one<br />
|-<br />
|Kal'cellenni<br />
|Spiritwalker<br />
|-<br />
|Visera<br />
|Minister<br />
|-<br />
|Ar’mágoi<br />
|Arch-Mage/Spellcaster<br />
|-<br />
|Mágoi<br />
|Mage/Spellcaster<br />
|-<br />
|Scinar(i)’cilus<br />
|High Priest(ess)<br />
|-<br />
|Scinari<br />
|Priestess<br />
|-<br />
|Scinar<br />
|Priest<br />
|-<br />
|Scini <br />
|(Older) Student<br />
|-<br />
|Scin<br />
|(Young) Student<br />
|-<br />
|Medi’cilus<br />
|Doctor/Medic<br />
|}<br />
<br />
== Culture ==<br />
<br />
=== <u>Structure of Elven Society</u> ===<br />
Azari’cerr society revolves around what is known as the seasons of rebirth. The life of the Azari’cerr is seen as simply being the first step on their journey to become one with the Amber Forest and appeasing what is known as The Father. Many Wood Elf celebrations and festivals are tailored toward the cycle of rebirth and the worship of the Father and the Amber Tree. When the Azari’cerr celebrate, they all gather in the sanctuary of the Amber Tree and the direct surroundings. Plenty of drinks and smokeable items are available across festival grounds. <br />
<br />
The feast of rebirth is often seen as the most important of these celebrations. This is a seasonal celebration that takes place towards the end of a season during which soul seeds that are ready to be harvested are collected and birthed into a new generation of Sylvani, the guardians of the forest. Those of the Sylvani class are the rulers of the Azari’cerr and act as emissaries of Kharash, the ruler of all of Myln Arbor. They communicate to the Gods through what is known as the world roots which is a network of roots and vines that flow from the Amber Tree. The Sylvani can tap into that network by merely standing on the roots and using them to communicate the will of the Father to his children.<br />
<br />
The Greatest of all the Sylvani gets chosen to become the Khari’cerr, a ceremony is held once the previous Chieftain passes away. During this, the soul seed of the fallen Sylvani is put to rest under the Amber Tree in the inner sanctuary to become one with the tree. Then a great duel is held between the leaders of each Sylvani sanctuary to decide who the next Khari’cerr will be.<br />
<br />
The Khari’cerr is the voice of Father Kharash himself and is closest to what a Demigod would be in the Azari’cerr society. The strength, durability, and uncompromising resolve of the Khari’cerr force the respect of even the most powerful leaders outside the woods. The rule of the next Azari’cerr is greatly influenced by the season the soul seed hatched in. Khari’cerrs who hail from the warm season of Eden’s Shine usually are welcoming and generous. In contrast, those who hail are born during Lilith’s Veil are usually bitter and mistrustful of even their closest allies.<br />
Yet the Azari’cerr is ultimately a force of order, yet their temper is as unpredictable as the force of nature itself. Where they fought along the side of their Azari’cill brothers in the past to beat back the Azari’lunn, who, according to the ‘color offset the balance of natural order within the Glade of Dragons, they would not hesitate to turn on their allies on a whim if they feel like they are disturbing the natural order of the woods.<br />
<br />
'''<u>Expression and Art</u>'''<br />
<br />
Pieces of art that are commonly found in the Kingdoms of the Azari'cerr and the Sylvani are large murals, masterfully decorated pots, and wooden sculptures. The murals often depict scenes of great importance from ages long gone, previous leaders, other important figures, and legendary beasts and creatures that, according to the ‘cerr reside in the deepest parts of the woods. Pots are made from colored clays and are often used in worship and ceremonies rather than as simple decoration. Small sculptures are made out of simple materials that most people have access to, such as wood and clay. Azari’cerr in particular likes to decorate their pots and sculptures with little pebble-sized Amber pieces.<br />
<br />
Song and dance are common forms of self-expression that are often seen during festivals and more common celebrations. Songs about great achievements in previous conflicts and rebirth are often heard throughout festivals. Those songs are supported by preferably string or flute instruments.<br />
<br />
{| <br />
|style="text-align: center; !important;;"| ''——— <br> Here in the thickest forest, <br> So dark, so deep, <br> We offer all blackest sleep. <br> It is always night, and never day, <br> Those who enter shall be our prey. <br> We will bury you where none can see, <br> A gift of life to feed a tree. <br> So dark, so deep. <br> <br> - Translated excerpt of an Azari’cerr song heard <br> on the bounds of the Amber Woods. <br> ———''<br />
|}<br />
<br />
=== <u>Romance & Marriage</u> ===<br />
The idea of falling in love is a common Azari’cerr occurrence. Romance is highly encouraged and sought out to find a lifelong partner. Gifts such as flowers, platters of food, and Amber jewelry are all common signs of affection. They are big on having date spots and spending time with one another at the top of trees and mountain cliffs. When an Azari’cerr is ready for marriage they must bring them under the Amber tree with an offering and ask their significant other to be soulmates. When there is a rejection under the tree the Azar’cerr believe that it is a sign that the couple was never meant to be. Though when the proposal is successful there is no celebration until their wedding day. Relationships became so common that celebrating too early was seen as a waste of food and resources. Despite how common romance happens, divorce is an absolute vice for insulting their promise under the Amber Tree.<br />
<br />
<br />
=== <u>Life & Reproduction </u> ===<br />
Due to their Azari roots, the Azari’cerr are blessed with long lives and slow aging processes. Though out of the three elven races the Azari’cerr tends to live the longest to around 400. This is due to their exceptional physical shape and eating habits engraved in the culture. They are brave. They are not afraid of death but will survive as long as they can to prove their strength to Kharash. In Azari’cerr culture, the average couple is encouraged to have around 3-4 children. Unlike their Azari brethren, most Azari’cerrs do not go out of their way to celebrate newborns. To them, it is simply a normal function of life. However, it is traditional to have a priest bless the child with what the parents wish to come out of their kin. Typically parents ask the priest to bless their child with strength and perseverance to produce forest warriors. The elven reproduction system is the same as a high elf, it is complicated. Female elves are only fertile one season per common year, during The Emerald Dusk, and only become fertile around their 120th and remain fertile up until the age of around 400. Males tend to lose their fertility a little earlier, around 350. The pregnancy of an Azari’cerr is slightly shorter than a ‘cill and lasts around 7 months.<br />
<br />
<u>'''Naming'''</u><br />
<br />
Azari’cerr are given their names at birth by both their parents. Most of these names are chosen based on the season the child is born in as a way to reflect on what they may one day ultimately become after their second birth. Parents tend to also mix in a bit of their own name to continue their lineage through their offspring. Bits of the Elven seasonal names are incorporated into the name. This, for example, results in ‘cerr born in the Amber Dawn to have their name start with ''“Myth or Mythin”'' which comes from the season's name, ''Mythin’thirr.''<br />
<br />
=== <u>Death & Funerals</u> ===<br />
When a wood elf dies, the proceeding very much depends on how he died. There are three classifications for how wood elves can die and how to proceed:<br />
*'''Death in Battle'''<br />
:: The first sort of death, Death in Battle, is generally seen as the most honorable cause of death. Elves who die like this receive the biggest funerals, often with high-ranking priests present. These funerals are often devoted to Urræm Tímih, the spirit of Honor. Death in Battle is seen as glorious, and warriors are often buried with beautiful body paint all over their corpses. When an elf dies due to poisoning, a ritual is performed to cleanse his body before his funeral.<br />
<br />
*'''Death by Wildness'''<br />
:: The second sort of death, death by the wilderness (beasts, plants, starving, etc), is seen as the least honorable on this list. It's generally understood as a failure to live with the gifts of Kharash, and a waste of a good elven life. Such funerals are often only attended by an amateur preacher or low-ranking priest. Nevertheless, these funerals often see the biggest amounts of mourning elves, due to a belief based on a book from the Age of Enlightenment. This book describes a ritual, where a wood elf who died "too early" (Meaning from starvation or other health problems, not in Battle and not of old age), is placed on an altar and decorated with herbs and flowers from the forest. Then, a large crowd that has gathered to attend the funeral starts to loudly chant an ancient prayer to Gèneiv Adey'ta, the spirit of Generosity. The book then describes how a beautiful spirit then appears over the body and revives the wood elf, releasing him from his dishonorable death. This, of course, has never been documented and there is no proof that such a ritual actually worked. But the wood elves don't let that disturb them, it is commonly believed that one day, Gèneiv Adey'ta will appear and revive a wood elf. To give the spirit the opportunity to appear, a large crowd gathers at funerals of this sort and performs the ritual as described in the book. As hard as they may have tried, it never worked. The ritual's failure is most commonly blamed on Fineall and the dark elven influence in Eden, but during the past few decades, humans have been named the cause more often than ever before. <br />
<br />
*'''Death of Old Age'''<br />
:: The third sort of death, death of old age, is taken as natural and highly respected. When a wood elf doesn’t die in battle, it’s not, as in other cultures, seen as a bad thing, but as almost equally honorable. Wood-elven society simply sees the death of old age as a beautiful conclusion to a long, fulfilled life. On one hand, such death is still incredibly sad, but since a death of old age, when looking at elves at least, is usually predictable weeks prior to the actual death, it’s not as sad as we are used to from other elven funerals. Most elves will visit the dying person in the weeks before his death and tell them their personal goodbye. So these sorts of funerals are significantly less sad than all others. Sometimes, the funeral is even followed by a small festivity to dignify and celebrate the elf’s life.<br />
<br />
<br />
== History ==<br />
<br />
[[The Mystical Empire of Mitrona]]<br />
<br />
<br />
<br />
<br />
{{Navtable_Races|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Fire_Phoenix&diff=5025Fire Phoenix2023-11-01T11:46:18Z<p>Foodrig: </p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png <br />
|Class = Avian<br />
|Rarity = Legendary<br />
|Size = 190 - 210 cm; Medium<br />
|HP = 10<br />
|STR = 4<br />
|DEF = 6<br />
|AGI = 10<br />
|INT = 14<br />
}}<br />
<br />
==Introduction==<br />
Phoenixes fly high above the clouds and always fly together. They are with many but very rarely decide to come down. The fire phoenixes have a good relationship with the Therri'cill and often serve as his messengers. The phoenixes often reside on high mountaintops in the far north, or one phoenix may come down when breeding an egg. These flaming birds are wise and can make people aware of their will by only using their minds, essentially 'speaking' with them. A phoenix can survive very long without food, but they will travel north where the group isn't easily spotted and fly down if needed. Phoenixes can also sleep while flying, and they essentially always fly high above the clouds, circling Eden.<br />
<br />
== Behaviour ==<br />
A frost phoenix sits on high mountaintops or deep snow fields in the far north. They are always seen alone, and even rarer decide to take a flight and fly south. The frost birds don't contact the world south of them unless they lay an egg. A frost phoenix is way more intelligent but more violent and dangerous than its fiery counterpart, the fire phoenix. They can make people aware of their will by only using their minds, essentially 'speaking' with them. A frost phoenix will fly on the snowy fields in the north and hunt for the small worms under the thick layer of snow, but they can survive very long without food. Frost phoenixes sleep on their high mountaintops, far away from the races of Eden.<br />
<br />
== Abilities ==<br />
If you upset a fire phoenix, they may come diving down and try to pick you off. When encountering a fire phoenix on the ground or a mountain, it may try to swing its clawed feet and grab you with its strong claws. If you are grabbed, they might fly high and let you fall to your death. Being intelligent and magical creatures, a fire phoenix also has some control over fire and could set you on fire, inflicting a burning effect.<br />
<br />
==Drops==<br />
*'''Phoenix Feather'''<br />
::This is dropped whenever a fire phoenix dies, but it could also be picked up when it falls from the sky. Then it comes from high up in the clouds, dropped by a phoenix that is flying there. These feathers can be used for the most advanced type of healing, allowing life-threatening wounds to be healed. The fire of this feather will cauterize the wound and close it this way. They are also used to purify curses or cast blessings upon someone. When used for a blessing or healing, the feather goes up in flames in quite the light show.<br />
<br />
*'''Phoenix Ash'''<br />
::Phoenix ash is dropped whenever a phoenix dies. Their flaming spirit stays and watches over the realm while their body turns to ash. This ash could ease the pain of wounds because it will temporarily burn the pain receptors, and no signals of pain will be sent to your brain. It is also an ingredient for the most powerful brews.<br />
<br />
__NOTOC__</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Geomancy&diff=5020Geomancy2023-10-29T19:46:40Z<p>Foodrig: /* Spells */</p>
<hr />
<div>{{MagicType<br />
| Name = Geomancy<br />
| Image = GeomancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Kor, the realm of the Mountain<br />
| Cast = Catalyst - Amerynd Crystal<br />
| Paths = Biomancy '''·''' Petromancy<br />
}}<br />
<br />
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.<br />
<br />
<br />
== History ==<br />
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.<br />
<br />
<br />
== Learning and Teaching ==<br />
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions <br />
|60 Minutes. Proof in lore ticket. <br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Geomancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Warlock<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Envoy of Kor<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Petromancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Petro Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Petromancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Petrosi<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Biomancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Biomancy Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Biomancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Biomantis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Biomancy ===<br />
<br />
==== Mandatory ====<br />
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.<br />
<br />
==== Optional ====<br />
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.<br />
<br />
<br />
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.<br />
<br />
=== Petromancy ===<br />
<br />
==== Mandatory ====<br />
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.<br />
<br />
==== Optional ====<br />
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.<br />
<br />
<br />
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Crystal Veil<br />
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.<br />
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.<br />
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.<br />
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.<br />
}}<br />
{{Spell<br />
|Name = Crystal shard<br />
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters<br />
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.<br />
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.<br />
|Succ = The shard is extra sharp and does maximum damage.<br />
|RedLines = The crystal shard gets shot out of a tear towards an enemy to hit it, so the shard gemstone cannot be used in the environment to cut vines, webs or anything like that. <br />
}}<br />
{{Spell<br />
|Name = Mending<br />
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.<br />
<br />
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.<br />
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.<br />
|Succ = The repaired area grows to a cube of 5x5x5.<br />
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.<br />
}}<br />
{{Spell<br />
|Name = Rock Spike<br />
|Desc = Summon a spike of rocks that harms those standing on top of it.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.<br />
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.<br />
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.<br />
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.<br />
<br />
The spell can not hurt the caster.<br />
}}<br />
{{Spell<br />
|Name = Korstone Pebbles<br />
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = 10 meters<br />
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.<br />
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.<br />
|Succ = The stones gain extra momentum and can reach up to 15m<br />
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.<br />
}}<br />
{{Spell<br />
|Name = Liquify<br />
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 20m<br />
|Damage = One of the following effects will take place;<br />
<br />
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. <br />
<br />
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.<br />
<br />
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.<br />
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. <br />
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. <br />
}}<br />
{{Spell<br />
|Name = Armored Dust<br />
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to ranged attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.<br />
<br />
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.<br />
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. <br />
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.<br />
|RedLines = The armor can be washed away with aquamancy projectile spells. <br />
}}<br />
{{Spell<br />
|Name = Tomb of Stone<br />
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.<br />
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.<br />
|Succ = The rocks are extremely firm and can not be broken free from early.<br />
|RedLines = To use this spell out of combat, an LM has to supervise. Players trapped inside the rock tomb can not attack or be attacked.<br />
}}<br />
{{Spell<br />
|Name = Earthy Encasement<br />
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. <br />
<br />
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.<br />
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.<br />
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.<br />
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).<br />
<br />
The victim's allies can attempt to dig them out by spending their own action.<br />
}}<br />
{{Spell<br />
|Name = Seismic Spikes<br />
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.<br />
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.<br />
|Succ = The targets hit by the spell cannot move for 1 round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Cold Forge<br />
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.<br />
<br />
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.<br />
<br />
1-6 = Iron<br />
7-9 = Steel<br />
10 = Damascus Steel<br />
<br />
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.<br />
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.<br />
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.<br />
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.<br />
}}<br />
{{Spell<br />
|Name = Spirit of Kor<br />
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:<br />
<br />
25 HP, 6 meters movement.<br />
<br />
+3 on attack rolls.<br />
+5 on defense rolls.<br />
<br />
It can choose from 3 abilities each round.<br />
<br />
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.<br />
<br />
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.<br />
<br />
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.<br />
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.<br />
|Succ = The spirit has an additional 10 HP.<br />
|RedLines = Only one of these spirits may exist at once.<br />
<br />
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Petromancy<br />
|Spells = <br />
{{Spell<br />
|Name = Pillar of Stone<br />
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters - 18 meters as projectile<br />
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.<br />
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.<br />
|Succ = The maximum size, instead, is doubled<br />
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Hands<br />
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The user briefly touches something and turns it into solid rock.<br />
<br />
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.<br />
<br />
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.<br />
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.<br />
|Succ = The spell lasts for D2+2 rounds.<br />
|RedLines = You cannot fully petrify other players.<br />
}}<br />
{{Spell<br />
|Name = Craftman's Friends<br />
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.<br />
|Level = 2<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.<br />
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.<br />
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.<br />
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.<br />
<br />
Moreover, the caster cannot cast any spells while in this golem.<br />
}}<br />
{{Spell<br />
|Name = Circle of Stone<br />
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.<br />
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.<br />
<br />
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.<br />
|Succ = The circle of stones stays up for 5 rounds instead of 3.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Geotic Grasp<br />
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds<br />
|Fail = The spell fails, and nothing happens.<br />
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.<br />
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.<br />
The targets can still move everything but their legs.<br />
}}<br />
{{Spell<br />
|Name = Mineral Dome<br />
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 7 meters<br />
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. <br />
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.<br />
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.<br />
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.<br />
|RedLines = N/A<br />
}}<br />
{{Spell<br />
|Name = Stones of Anguish<br />
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 blocks<br />
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.<br />
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.<br />
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. <br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Voice of the Mountain<br />
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.<br />
<br />
All enemies in the area receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.<br />
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.<br />
|Succ = The duration of the spell is D2+2 rounds instead.<br />
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Eden's Wrath<br />
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 25 meters<br />
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. <br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Casting this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Biomancy<br />
|Spells = <br />
{{Spell<br />
|Name = Living Soil<br />
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.<br />
|Fail = The soil dies immediately, and nothing happens.<br />
|Succ = The target may heal up to 2D2.<br />
|RedLines = The spell cannot heal multiple people.<br />
}}<br />
{{Spell<br />
|Name = Blinding Spores<br />
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.<br />
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.<br />
|Succ = The spores are incredibly effective, blinding the target for an extra round.<br />
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.<br />
}}<br />
{{Spell<br />
|Name = Strangle Roots<br />
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.<br />
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.<br />
|Succ = The roots start to strangle the target, dealing D2 damage.<br />
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Animal Control<br />
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Touch<br />
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.<br />
<br />
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.<br />
<br />
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:<br />
<br />
HP: 4<br />
Str: 0, Def: -1, Agi: +2, Int: Unusable<br />
Attacks: 2, each dealing D2 damage.<br />
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.<br />
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.<br />
|RedLines = This spell only works on common - rare mobs.<br />
}}<br />
{{Spell<br />
|Name = Rose Vines<br />
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.<br />
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.<br />
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.<br />
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.<br />
}}<br />
{{Spell<br />
|Name = Healing Blossom<br />
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.<br />
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.<br />
|Succ = All targets are healed for the full 2 HP.<br />
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.<br />
}}<br />
{{Spell<br />
|Name = Gnarling Swarm<br />
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.<br />
<br />
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.<br />
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.<br />
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.<br />
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.<br />
}}<br />
{{Spell<br />
|Name = Kor’s Expansion<br />
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.<br />
<br />
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.<br />
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell<br />
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.<br />
|RedLines = Players hit by the attack will be thrown out of the radius.<br />
<br />
This spell can only be used when a loremaster/event team member supervises.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Earthly Awareness<br />
|Desc = The caster has reached a new milestone, where the earth can be read like a book.<br />
|Range = 30 meters<br />
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.<br />
|RedLines = This spell is always active. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Calming Aura (Biomancy only)<br />
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.<br />
|Range = 10 meters<br />
|Effect = The caster heals up to 3 targets within range for D2 HP.<br />
|RedLines = The caster may also heal themselves.<br />
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Crystalline Hands (Petromancy only)<br />
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.<br />
|Range = Self<br />
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this ability has a 4 round cooldown.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&diff=5019Pyromancy2023-10-29T15:31:51Z<p>Foodrig: /* Spells */</p>
<hr />
<div><br />
{{MagicType<br />
| Name = Pyromancy<br />
| Image = PyromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Ignos, the realm of Fire<br />
| Cast = Catalyst - Sphalerite Gem<br />
| Paths = Solarmancy '''·''' Magmamancy<br />
}}<br />
<br />
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.<br />
<br />
<br />
== History ==<br />
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.<br />
<br />
<br />
== Learning and Teaching ==<br />
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Pyromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Ignos Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.<br />
|}<br />
<br />
=== Progression - Solarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Solar Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Solarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Solaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Magmamancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Magmic explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Magmamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Magmaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires. <br />
<br />
== Bodily Changes ==<br />
<br />
=== Magmamancy ===<br />
<br />
==== Mandatory ====<br />
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.<br />
<br />
==== Optional ====<br />
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.<br />
<br />
<br />
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.<br />
<br />
=== Solarmancy ===<br />
<br />
==== Mandatory ====<br />
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.<br />
<br />
==== Optional ====<br />
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.<br />
<br />
<br />
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate. <br />
<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells =<br />
{{Spell<br />
|Name = Ignis Enlightenment<br />
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = 3 meters<br />
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.<br />
<br />
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.<br />
<br />
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.<br />
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.<br />
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.<br />
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.<br />
}}<br />
{{Spell<br />
|Name = Blazing Tempo<br />
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = Selfcast<br />
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.<br />
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.<br />
|Succ = The spell's duration lasts for D3+2 rounds.<br />
|RedLines = The spell is ineffective if the caster is bound.<br />
}}<br />
{{Spell<br />
|Name = Flame Arrow<br />
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 10 meters or Bow range if used.<br />
|Damage = If the arrow is shot on its own, it deals 2 damage.<br />
If the arrow is shot with a bow, it deals D3 damage.<br />
If the arrow is shot with a crossbow, it applies Burning.<br />
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.<br />
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.<br />
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.<br />
}}<br />
{{Spell<br />
|Name = Pyrotic Pulse<br />
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Touch<br />
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.<br />
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.<br />
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.<br />
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.<br />
}}<br />
{{Spell<br />
|Name = Blazing Arsenal<br />
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.<br />
<br />
This weapon can be of any known and common design so long as it is one solid piece.<br />
<br />
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.<br />
|Fail = The weapon fails to summon.<br />
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.<br />
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.<br />
}}<br />
{{Spell<br />
|Name = Breath of the Dragon<br />
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.<br />
<br />
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. <br />
<br />
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.<br />
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.<br />
|Succ = Roll a D3 to determine damage instead of a D2.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
}}<br />
{{Spell<br />
|Name = Scorched Blade<br />
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 8 meters<br />
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.<br />
|Fail = The weapon implodes, dealing 2 dmg to the caster.<br />
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.<br />
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.<br />
}}<br />
{{Spell<br />
|Name = Fireball<br />
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.<br />
<br />
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.<br />
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.<br />
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.<br />
|RedLines = The spell can damage objects but requires a loremaster's supervision.<br />
Always round off the damage if the number is uneven.<br />
}}<br />
{{Spell<br />
|Name = Rejuvenating flames<br />
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.<br />
<br />
This shroud lasts for D2 rounds.<br />
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.<br />
|Succ = The effect lasts for 1 additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Aspect of Flame<br />
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. <br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast. 1 meter when used for combat.<br />
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. <br />
The caster can choose to use the extension for two purposes:<br />
<br />
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. <br />
<br />
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. <br />
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.<br />
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.<br />
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.<br />
}}<br />
{{Spell<br />
|Name = Ember Trap<br />
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.<br />
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.<br />
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. <br />
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. <br />
}}<br />
{{Spell<br />
|Name = Wall of Flame<br />
|Desc = You draw from the power of Ignos to create a flaming barrier.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. <br />
<br />
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.<br />
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.<br />
|Succ = The wall flares up, dealing D2+1 and burning.<br />
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. <br />
}}<br />
{{Spell<br />
|Name = Spirit Phoenix<br />
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.<br />
<br />
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.<br />
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.<br />
|Succ = The spell's duration increases by 2 rounds.<br />
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.<br />
}}<br />
{{Spell<br />
|Name = Coiling Inferno<br />
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15m<br />
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.<br />
<br />
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.<br />
|Fail = The flames coil fully around the caster dealing D3 damage.<br />
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.<br />
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.<br />
}}<br />
{{Spell<br />
|Name = Fiery Cyclone<br />
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 6 meters<br />
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.<br />
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.<br />
|Succ = The cyclone's movement becomes 8 meters.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Flaming Behemoth<br />
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.<br />
<br />
HP: 10<br />
<br />
Str: +6, Def: +2, Agi: None, Int: +6<br />
<br />
The spirit has 3 attacks, which the caster can use at the end of their turn.<br />
<br />
Flame Breath:<br />
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.<br />
<br />
Flame Claws:<br />
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.<br />
<br />
Burning Blight:<br />
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.<br />
<br />
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.<br />
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.<br />
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.<br />
|RedLines = A loremaster must be present when trying to use this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Solarmancy<br />
|Spells =<br />
{{Spell<br />
|Name = Smothering Dome<br />
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage, rounded down, to the damage of the sun. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.<br />
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.<br />
|Succ = The dome will last for 2 rounds.<br />
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.<br />
Shooting the beam does not require an additional action.<br />
}}<br />
{{Spell<br />
|Name = Smite<br />
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.<br />
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.<br />
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.<br />
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.<br />
}}<br />
{{Spell<br />
|Name = Blinding Strike<br />
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.<br />
|Fail = The caster takes 3 damage from sunburn.<br />
|Succ = The stun lasts for an additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Fiery Mirror<br />
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.<br />
<br />
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.<br />
<br />
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.<br />
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.<br />
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.<br />
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.<br />
}}<br />
{{Spell<br />
|Name = Ecliptic Blast<br />
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.<br />
|Level = 3<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.<br />
<br />
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.<br />
<br />
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.<br />
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.<br />
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.<br />
<br />
The spell will cause 2D2+1 damage instead.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
<br />
After using this spell the caster cannot attempt to cast it again for 3 rounds.<br />
}}<br />
{{Spell<br />
|Name = Regulus Protection<br />
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.<br />
<br />
The spell lasts until its HP is gone or after 3 rounds.<br />
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.<br />
|Succ = The caster can roll D10 for the spell's HP value.<br />
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.<br />
}}<br />
{{Spell<br />
|Name = Sunlight Mirage<br />
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. <br />
<br />
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.<br />
<br />
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.<br />
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.<br />
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.<br />
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. <br />
}}<br />
{{Spell<br />
|Name = Spear of the Sun<br />
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.<br />
<br />
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.<br />
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.<br />
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.<br />
|RedLines = Only one spear may be created by the caster at any time.<br />
}}<br />
{{Spell<br />
|Name = Shining Valkyrie<br />
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = A shining armor is formed around the caster for D3+2 rounds. <br />
<br />
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.<br />
<br />
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.<br />
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.<br />
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.<br />
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.<br />
}}<br />
{{Spell<br />
|Name = Rays of Ignos<br />
|Desc = The caster conjures potent beams of light that track their targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.<br />
<br />
This spell lasts for 3 rounds.<br />
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.<br />
|Succ = The spell stays for an extra round.<br />
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.<br />
}}<br />
{{Spell<br />
|Name = Solar Expulsion<br />
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.<br />
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.<br />
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.<br />
|RedLines = This spell decays structures within 30 meters as if they were molten.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Magmamancy<br />
|Spells =<br />
{{Spell<br />
|Name = Blazing Shield<br />
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.<br />
|Fail = Nothing happens.<br />
|Succ = The fiery pulse riposte now deals D2 damage.<br />
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.<br />
}}<br />
{{Spell<br />
|Name = Ring of Fire<br />
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.<br />
|Level = 2<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.<br />
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.<br />
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.<br />
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.<br />
<br />
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.<br />
}}<br />
{{Spell<br />
|Name = Darkened Skies<br />
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.<br />
<br />
This effect lasts for D3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = The effect stays for an additional D3 rounds.<br />
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.<br />
}}<br />
{{Spell<br />
|Name = Blazing Bolts<br />
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.<br />
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. <br />
|Succ = The bolts always make the target take immediate burn damage.<br />
|RedLines = A maximum of 3 bolts can be shot at the same target.<br />
}}<br />
{{Spell<br />
|Name = Molten Soil<br />
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.<br />
|Fail = The spell has no effect.<br />
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.<br />
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.<br />
}}<br />
{{Spell<br />
|Name = Scorching Panoply<br />
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.<br />
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.<br />
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.<br />
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.<br />
}}<br />
{{Spell<br />
|Name = Smouldering Rain<br />
|Desc = You make it rain fiery ash for a short time.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 blocks<br />
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.<br />
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.<br />
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.<br />
|RedLines = The caster is immune to the rain.<br />
}}<br />
{{Spell<br />
|Name = Meteoric Barrage<br />
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.<br />
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.<br />
|Succ = The fireballs deal 5 flat damage.<br />
|RedLines = A maximum of 2 fireballs may be directed at a single player.<br />
<br />
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Flaming Familiar<br />
|Desc = The mage can create a small, flame-like spirit that follows them around.<br />
|Range = Selfcast<br />
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.<br />
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Brilliant Radiance (Solarmancy only)<br />
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.<br />
|Range = 10 meters<br />
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.<br />
<br />
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.<br />
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Running Hot (Magmamancy only)<br />
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.<br />
|Range = Selfcast<br />
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.<br />
|RedLines = Once used, this ability has a cooldown of 3 rounds.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Faiir_Chamaire&diff=5018Faiir Chamaire2023-10-28T22:46:01Z<p>Foodrig: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|+Faiir Chamaire<br />
| colspan="2" | [[File:FaiirBild.png|thumb|Credit: ATiredGh0st]]<br />
|-<br />
|Title(s)<br />
|Tericyées of Salus Limin<br />
|-<br />
|House<br />
|Chamaire<br />
|-<br />
|Born<br />
|1416 AFS<br />
|-<br />
|Realm(s)<br />
|[[The Mystical Empire of Mitrona]]<br />
|-<br />
|Race<br />
|[[High Elves|High Elf]]<br />
|-<br />
|Culture<br />
|Elven<br />
|}<br />
Faiir Eleanor Chamaire was born in 1416 under the stars, into a nomadic family. With her three older brothers, Pierre, Andre, and Louis, Faiir experienced a unique and adventurous childhood, traveling around Eden with her parents. Being the youngest of the four, Faiir was always sweet and understanding.<br />
<br />
At 85, Faiir faced the daunting prospect of leaving the nest and traveling alone. After a period of loneliness, she found solace in civilization, where she met her future wife, Shalia. When Shalia took Faiir into her home, they slowly fell in love. Unfortunately, Shalia was under house arrest and Faiir could not leave due to an infected foot.<br />
<br />
But love conquers all, and when Shalia felt unwelcome in her home nation, she left and Faiir followed her to the magical wood elf nation of Mitrona. Hoping to make a life for herself, Faiir opened her cafe – The Kitty Cove Cafe – and although she enjoyed it, she had a greater calling: to help the nation and its people.<br />
<br />
So, she approached Khari’cerr Aedan, the leader of Mitrona, and asked to join the High Council to help with the nation’s relations with neighboring countries. Despite her being a high elf, Aedan allowed her to join. Faiir worked hard to be a mother figure for those who needed it, and after many years of service, she was promoted to Tericyees of the dock city in Mitrona, Salus Limin.<br />
<br />
In 1534, Faiir married her wife and the two started to yearn for children of their own. One fateful day, a baby of Faiir’s bloodline was left on her doorstep – none other than the daughter of her oldest brother, Pierre. Faiir read the heartbreaking letter and found her brother dead at the gates of Mitrona, with a pile of bloody vomit next to him. She took the baby in and named her Juliette as suggested by her bother in his final goodbye letter, cherishing and loving her as her own. Juliette soon became used to calling Faiir’s best friend, Cirlia, Auntie Cirlia.<br />
<br />
Faiir was relieved and excited when they found a donor for her and Shalia. They both wanted siblings for Juliette and were both blessed with triplets. Shalia gave birth to Nokke, Wren, and Arteya on 13.03.1538 and Faiir to Floria, Levin, and Periwinkle on 11.04.1538. Despite the chaotic atmosphere that came with six babies, Faiir enjoyed every moment of it. It reminded her of the family she had before and how she was no longer alone. Jolie Elaine Lovell, her adopted daughter figure, was there for her as if it was always meant to be and her other best friend, Catherine, was excited and thrilled for Faiir and her little ones and visited as often as she could, even with all of Catherine’s royal duties.<br />
<br />
Faiir was grateful to the people who had been there for her since she joined the society and got used to it. Her story was still going on and would continue for many more years. She had to learn how to manage both her family and her social life, which was no easy task. But with the help of her friends, family, and the people she had met, Faiir was able to overcome the obstacles she faced. She was able to find joy and contentment in her life. With the support of those who cared for her, she was able to find the strength she needed to keep going. Faiir was able to find something to be thankful for in her life and to appreciate every moment she had with her family and friends. She was no longer alone and she was thankful for the people who had been there for her. Faiir's story was still ongoing and she was determined to make the best of it.</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=File:FaiirBild.png&diff=5017File:FaiirBild.png2023-10-28T22:41:18Z<p>Foodrig: </p>
<hr />
<div>ree</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Faiir_Chamaire&diff=5016Faiir Chamaire2023-10-28T22:40:31Z<p>Foodrig: Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |+Faiir Chamaire | colspan="2" | Missing |- |Title(s) |Tericyées of Salus Limin |- |House |Chamaire |- |Born |1416 AFS |- |Realm(s) |The Mystical Empire of Mitrona |- |Race |High Elf |- |Culture |Elven |} Faiir Eleanor Chamaire was born in 1416 under the stars, into a nomadic family. With her three older brothers, Pierre, Andre, and Louis, Faiir experienced a unique and adventurous childhood..."</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|+Faiir Chamaire<br />
| colspan="2" | Missing<br />
|-<br />
|Title(s)<br />
|Tericyées of Salus Limin<br />
|-<br />
|House<br />
|Chamaire<br />
|-<br />
|Born<br />
|1416 AFS<br />
|-<br />
|Realm(s)<br />
|[[The Mystical Empire of Mitrona]]<br />
|-<br />
|Race<br />
|[[High Elves|High Elf]]<br />
|-<br />
|Culture<br />
|Elven<br />
|}<br />
Faiir Eleanor Chamaire was born in 1416 under the stars, into a nomadic family. With her three older brothers, Pierre, Andre, and Louis, Faiir experienced a unique and adventurous childhood, traveling around Eden with her parents. Being the youngest of the four, Faiir was always sweet and understanding.<br />
<br />
At 85, Faiir faced the daunting prospect of leaving the nest and traveling alone. After a period of loneliness, she found solace in civilization, where she met her future wife, Shalia. When Shalia took Faiir into her home, they slowly fell in love. Unfortunately, Shalia was under house arrest and Faiir could not leave due to an infected foot.<br />
<br />
But love conquers all, and when Shalia felt unwelcome in her home nation, she left and Faiir followed her to the magical wood elf nation of Mitrona. Hoping to make a life for herself, Faiir opened her cafe – The Kitty Cove Cafe – and although she enjoyed it, she had a greater calling: to help the nation and its people.<br />
<br />
So, she approached Khari’cerr Aedan, the leader of Mitrona, and asked to join the High Council to help with the nation’s relations with neighboring countries. Despite her being a high elf, Aedan allowed her to join. Faiir worked hard to be a mother figure for those who needed it, and after many years of service, she was promoted to Tericyees of the dock city in Mitrona, Salus Limin.<br />
<br />
In 1534, Faiir married her wife and the two started to yearn for children of their own. One fateful day, a baby of Faiir’s bloodline was left on her doorstep – none other than the daughter of her oldest brother, Pierre. Faiir read the heartbreaking letter and found her brother dead at the gates of Mitrona, with a pile of bloody vomit next to him. She took the baby in and named her Juliette as suggested by her bother in his final goodbye letter, cherishing and loving her as her own. Juliette soon became used to calling Faiir’s best friend, Cirlia, Auntie Cirlia.<br />
<br />
Faiir was relieved and excited when they found a donor for her and Shalia. They both wanted siblings for Juliette and were both blessed with triplets. Shalia gave birth to Nokke, Wren, and Arteya on 13.03.1538 and Faiir to Floria, Levin, and Periwinkle on 11.04.1538. Despite the chaotic atmosphere that came with six babies, Faiir enjoyed every moment of it. It reminded her of the family she had before and how she was no longer alone. Jolie Elaine Lovell, her adopted daughter figure, was there for her as if it was always meant to be and her other best friend, Catherine, was excited and thrilled for Faiir and her little ones and visited as often as she could, even with all of Catherine’s royal duties.<br />
<br />
Faiir was grateful to the people who had been there for her since she joined the society and got used to it. Her story was still going on and would continue for many more years. She had to learn how to manage both her family and her social life, which was no easy task. But with the help of her friends, family, and the people she had met, Faiir was able to overcome the obstacles she faced. She was able to find joy and contentment in her life. With the support of those who cared for her, she was able to find the strength she needed to keep going. Faiir was able to find something to be thankful for in her life and to appreciate every moment she had with her family and friends. She was no longer alone and she was thankful for the people who had been there for her. Faiir's story was still ongoing and she was determined to make the best of it.</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Black_Drake&diff=5009Black Drake2023-10-24T20:33:03Z<p>Foodrig: Created page with "{{Bestiary |Image = Missing.png |Class = Draconomicon |Rarity = Epic |Size = Large |HP = 20 |STR = 16 |DEF = 18 |AGI = 10 |INT = 14 }} ''Black Dragons, also called Cave dragons are cunning, wingless dragons that live in the underground network of caves and caverns, underneath the surface of Eden. They hunt unsuspecting prey who dare to enter their subterranean domain. They have very sturdy scales, making them a formidable force, however unlike other dragons, Black dragon..."</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Draconomicon<br />
|Rarity = Epic<br />
|Size = Large<br />
|HP = 20<br />
|STR = 16<br />
|DEF = 18<br />
|AGI = 10<br />
|INT = 14<br />
}}<br />
''Black Dragons, also called Cave dragons are cunning, wingless dragons that live in the underground network of caves and caverns, underneath the surface of Eden. They hunt unsuspecting prey who dare to enter their subterranean domain. They have very sturdy scales, making them a formidable force, however unlike other dragons, Black dragons are wingless, and thus cannot fly. But they don't need that in the caves. The Black Dragon is the apex predator of the underground world.''<br />
<br />
== Description ==<br />
Their obsidian scales glisten with an eerie glow, reflecting dark gray and black hues, and they encase their entire form from the sinuous tail to the elongated snout. These dragons typically measure around 5 meters in length, although larger individuals have been recorded.<br />
<br />
Characteristic to them are their piercing dark red reptilian eyes and the lengthy tendrils that adorn their faces, extending down to their necks as they mature.<br />
<br />
Enveloping their body is a shroud of swirling, hot, magical black smoke, akin to a dark cloak. When it unleashes its breath attack, the smoke changes color to a more red color, and its tendrils emit a luminous crimson glow.<br />
<br />
When in the pursuit of love and mating, the Black Dragon's smokey cloak expands even further, enshrouding its entire body in fumes. This cloak smells of soot, ash, and fire, almost as if they can never lose the scent of the power inside of them.<br />
<br />
The exact age of these creatures remains a mystery, with no studies conducted on their lifespan.<br />
<br />
== Behavior ==<br />
The Black Dragons have a very stoic behavior. They sleep a lot because of their dark environment, only being awake to hunt creatures that roam underground, and dared to enter his large domain.<br />
<br />
They will stay very silent when maneuvering their caves and tunnels, having excellent hearing to track down unknowing trespassers. When the Black Dragon can finally see it with his superior darkvision, the prey is done for. A quick charge and a strong bite with its giant teeth, and the prey is devoured.<br />
<br />
Even if they aren’t smart enough to talk, they have a great magic sensitivity, and they are immune and naturally able to control pyromancy. They are able to breathe hot magma, and are immune to fire and lava.<br />
<br />
=== In Combat ===<br />
When in combat, the cave dragon will always charge at its prey and try to bite it, before it tries to devour it. If his prey isn't dead then, he'll use his claws. If he gets weak or the fight takes too long, he has no interest in eating it anymore, and he uses his magma breath to incinerate it.<br />
<br />
== Actions & Abilities ==<br />
'''Bite and Claws''': The Cave Dragon’s bite is his most powerful weapon, his sharpened teeth pierce like spears. His claws are also sharp and lethal. The Dragon swipes or bites thrice, rolling a d20 strength for each. Every hit deals 1d3 damage. <br />
<br />
'''Magma Breath''': The Black Dragon can breathe magma at will, spreading a hot puddle of magma in a 10m circle (might be more, depending on its size and GM) Everyone in the circle receives 2d3 damage from this attack per round they are standing in it. It also sets all targets on fire for 3 rounds.<br />
<br />
'''Darkvision''': The cave dragon can naturally see in the dark and through smoke.<br />
<br />
'''Draconic Immunities''': This dragon is immune to every pyromancy spell.<br />
<br />
'''Silent Charge''': The Cave dragon, when initiating combat, can charge up to 30m towards his prey silently, immediately following that up with a bite attack.<br />
<br />
== Drops ==<br />
''Almost any part of the Dragon is useful and can be retrieved by a skilled hunter.''</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Latran_Werewolf&diff=5008Latran Werewolf2023-10-24T20:13:10Z<p>Foodrig: /* Latran Hunters are old, experienced, intelligent demons that can possess the most disparate items. */</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Voidal<br />
|Rarity = Epic<br />
|Size = Medium<br />
|HP = 17<br />
|STR = 16<br />
|DEF = 14<br />
|AGI = 14<br />
|INT = 10<br />
}}<br />
''The Latran Werewolves, belonging to the primal “House of Beasts” in the plane of Hemon, are a group far less worried with concepts of nobility or the game of intrigue as the other vampire houses of Hemon. The Latran Werewolves are more interested in the thrill of the hunt and the glory of feeding on a new victim. The Latran Werewolves are guided by the Latran Council of Elders which is led by “Ankestrum Lycanoran,'' one of the three Voidal Titans recorded to inhabit the plane of Hemon where the House of Beasts is located.''<br />
<br />
''The Latran Werewolves’ most common interaction with mortals is to target them in a hunt for sport. However, some of the more crafty hunters may interact with mortals more “cheerfully” to get information about their desired target. Though this craftiness is not always viewed highly by the Council as most of the Elders believe a Latran should hunt their prey alone.''<br />
<br />
''While Latran Werewolves need and enjoy the drinking of blood, they are more excited by the glory and thrill of a good hunt. Because of this, they are not highly thought of by other Vampire Houses of Hemon.''<br />
<br />
== Description ==<br />
Latran Hunters look like a bulkier, hairier, meaner version of any race. They often wear primitive clothing and are often seen with a myriad of scars across their body. They wear them with pride and are more than willing to share the stories of how they got them with other Latran. Their faces are often accompanied by scruffy beards and long hair.<br />
<br />
Latran Hunters have simple names that are bestowed upon them by Ankestrum Lycanoran after they have completed enough hunts and won enough glory to be worthy of a Latran Hunter name. Once a Latran Hunter has become an Elder, they will be bestowed a more complex, significant and meaningful name by their Titan leader.<br />
<br />
== Behavior ==<br />
Latran Hunters are characterized as being incredibly vicious and determined. If they have been sent to complete a hunt, a Latran Hunter would dare not return empty handed, so most will fight to the death against their target. Once in their Beastial Form, they are even less likely to back off and rethink their plan of attack as their mind has been warped by primal bloodlust.<br />
<br />
Latran Hunters generally don’t socialize with other demons as they find their pacts and tricks to be unsavory. Though occasionally, some Latran have been known to challenge other voidal beings to “friendly” duels.<br />
<br />
Every four years, during Lillith’s Veil, several Latran Hunters descend onto Eseron for The Great Hunt. These efficient and lethal hunters are all competing against one another for a specific target on each continent of Eseron. This prey is sometimes a great beast, a veteran warrior, or perhaps, an elusive mage; but the target can be anything that the Latran Werewolves consider a highly dangerous and difficult enemy, one that they consider worthy of a glorious and competitive hunt. In this competition, the Latran Hunter must feed on the target to death, the traditional Latran way to eliminate their prey. If a hunter who kills a target, is then killed by a rival hunter, that rival hunter gets credit for the assassination of the target. The winner of this hunt is the hunter that defeats the most targets, and returns to Hemon to present their trophies to the Latran Council of Elders. If the Elders deem the victory to be valid, the Latran Hunter will be allowed to join the Council of Elders.<br />
<br />
=== In Combat ===<br />
A Latran Hunter casts “Hunting Grounds” to trap their prey as they plan to jump from the shadows and attack. Once in combat they will often disfigure their body and mind further into that of a beast, and slash with their horrific claws, bite with their sharp teeth, or stun with their piercing howl.<br />
<br />
== Actions & Abilities ==<br />
'''Voidal Regeneration''': A Latran Werewolf regenerates 2hp/round and can regrow any limb (even the head!) in a month's time.<br />
<br />
'''Hemomancy Archmage''': Latran Werewolves are all level 10 Hemomancers (House of the Beast). Their favorite spells are “Sanguine Brand” and “Hunting Grounds”.<br />
<br />
'''Feral Claw''': A Latran can deal a ferocious attack with nails that can grow similar to claws, dealing 3d3 damage to a single target.<br />
<br />
'''Feral Bite''': Once the hunter’s opponent has been reduced to 0HP, the Latran can bite the opponent as a free action and use its blood to heal 2d3 HP. This is a ritualistic attack traditionally used in Latran hunting. <br />
<br />
'''Hunter’s Senses''': A Latran Werewolf has improved smell, sight, and hearing. This powerful sense of smell allows them to find a target even in dark places or when blinded, granting blindsight in a 9m radius. Furthermore, Due to their senses, the Latran Hunter gets +2 on rolls to detect hidden or stealthed targets.<br />
<br />
'''Beastial Form''': A Latran can sacrifice some of their intelligence to transform their mind and body even further into that of a beast. On a successful d20 roll, the Latran Hunter’s Intelligence stat is decreased by 6, and all other stats are increased by 6. While in this state, the Werewolf is reduced to a very primal state of being, with little critical thinking skills. The Latran will only be able to use this ability once per day, though they can choose to exit the form at any time.<br />
<br />
'''Latran Howl''': A Latran Hunter in its Beastial Form can let out a terrifying howl that paralyzes all non-voidals within 10m for 2 rounds. The Latran rolls d20 to howl, and all targets in the area must roll higher on d20 defense to be immune to the effect of the howl. Wolves in the area will recognize the howler as a being of great respect and will come to watch the Werewolf slaughter its prey in admiration. This ability can be used once every 5 rounds.<br />
<br />
'''Werewolf Traits''': Latran Werewolves do not sleep, do not eat and they do not drink but blood that heals them 2 hp/round when they do. When they haven’t drunk blood for more than one day out of their native plane, or when hit directly by the sunlight, they’ll get the “Weakened” Status.<br />
Weakened Werewolves have -2 to every roll and will try to retreat to Hemon in any possible way.<br />
<br />
'''Hemon Traits''': Demons from Hemon can only be killed with a silver weapon. If you don’t have a silver weapon, they’ll just be “staggered” until they get damaged for twice the amount of their hp and then faint. A staggered Werewolf will only make one action/round and cannot both move and attack in the same turn.<br />
<br />
== Drops ==<br />
=== Demonic Blood ===<br />
<br />
=== Latran Fangs ===<br />
Sharp fangs about an inch in length.<br />
<br />
''' Latran Hunters are old, experienced, intelligent demons that can possess the most disparate items. '''</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Latran_Werewolf&diff=5007Latran Werewolf2023-10-24T20:12:45Z<p>Foodrig: Created page with "{{Bestiary |Image = Missing.png |Class = Voidal |Rarity = Epic |Size = Medium |HP = 17 |STR = 16 |DEF = 14 |AGI = 14 |INT = 10 }} ''The Latran Werewolves, belonging to the primal “House of Beasts” in the plane of Hemon, are a group far less worried with concepts of nobility or the game of intrigue as the other vampire houses of Hemon. The Latran Werewolves are more interested in the thrill of the hunt and the glory of feeding on a new victim. The Latran Werewolves ar..."</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Voidal<br />
|Rarity = Epic<br />
|Size = Medium<br />
|HP = 17<br />
|STR = 16<br />
|DEF = 14<br />
|AGI = 14<br />
|INT = 10<br />
}}<br />
''The Latran Werewolves, belonging to the primal “House of Beasts” in the plane of Hemon, are a group far less worried with concepts of nobility or the game of intrigue as the other vampire houses of Hemon. The Latran Werewolves are more interested in the thrill of the hunt and the glory of feeding on a new victim. The Latran Werewolves are guided by the Latran Council of Elders which is led by “Ankestrum Lycanoran,'' one of the three Voidal Titans recorded to inhabit the plane of Hemon where the House of Beasts is located.''<br />
<br />
''The Latran Werewolves’ most common interaction with mortals is to target them in a hunt for sport. However, some of the more crafty hunters may interact with mortals more “cheerfully” to get information about their desired target. Though this craftiness is not always viewed highly by the Council as most of the Elders believe a Latran should hunt their prey alone.''<br />
<br />
''While Latran Werewolves need and enjoy the drinking of blood, they are more excited by the glory and thrill of a good hunt. Because of this, they are not highly thought of by other Vampire Houses of Hemon.''<br />
<br />
== Description ==<br />
Latran Hunters look like a bulkier, hairier, meaner version of any race. They often wear primitive clothing and are often seen with a myriad of scars across their body. They wear them with pride and are more than willing to share the stories of how they got them with other Latran. Their faces are often accompanied by scruffy beards and long hair.<br />
<br />
Latran Hunters have simple names that are bestowed upon them by Ankestrum Lycanoran after they have completed enough hunts and won enough glory to be worthy of a Latran Hunter name. Once a Latran Hunter has become an Elder, they will be bestowed a more complex, significant and meaningful name by their Titan leader.<br />
<br />
== Behavior ==<br />
Latran Hunters are characterized as being incredibly vicious and determined. If they have been sent to complete a hunt, a Latran Hunter would dare not return empty handed, so most will fight to the death against their target. Once in their Beastial Form, they are even less likely to back off and rethink their plan of attack as their mind has been warped by primal bloodlust.<br />
<br />
Latran Hunters generally don’t socialize with other demons as they find their pacts and tricks to be unsavory. Though occasionally, some Latran have been known to challenge other voidal beings to “friendly” duels.<br />
<br />
Every four years, during Lillith’s Veil, several Latran Hunters descend onto Eseron for The Great Hunt. These efficient and lethal hunters are all competing against one another for a specific target on each continent of Eseron. This prey is sometimes a great beast, a veteran warrior, or perhaps, an elusive mage; but the target can be anything that the Latran Werewolves consider a highly dangerous and difficult enemy, one that they consider worthy of a glorious and competitive hunt. In this competition, the Latran Hunter must feed on the target to death, the traditional Latran way to eliminate their prey. If a hunter who kills a target, is then killed by a rival hunter, that rival hunter gets credit for the assassination of the target. The winner of this hunt is the hunter that defeats the most targets, and returns to Hemon to present their trophies to the Latran Council of Elders. If the Elders deem the victory to be valid, the Latran Hunter will be allowed to join the Council of Elders.<br />
<br />
=== In Combat ===<br />
A Latran Hunter casts “Hunting Grounds” to trap their prey as they plan to jump from the shadows and attack. Once in combat they will often disfigure their body and mind further into that of a beast, and slash with their horrific claws, bite with their sharp teeth, or stun with their piercing howl.<br />
<br />
== Actions & Abilities ==<br />
'''Voidal Regeneration''': A Latran Werewolf regenerates 2hp/round and can regrow any limb (even the head!) in a month's time.<br />
<br />
'''Hemomancy Archmage''': Latran Werewolves are all level 10 Hemomancers (House of the Beast). Their favorite spells are “Sanguine Brand” and “Hunting Grounds”.<br />
<br />
'''Feral Claw''': A Latran can deal a ferocious attack with nails that can grow similar to claws, dealing 3d3 damage to a single target.<br />
<br />
'''Feral Bite''': Once the hunter’s opponent has been reduced to 0HP, the Latran can bite the opponent as a free action and use its blood to heal 2d3 HP. This is a ritualistic attack traditionally used in Latran hunting. <br />
<br />
'''Hunter’s Senses''': A Latran Werewolf has improved smell, sight, and hearing. This powerful sense of smell allows them to find a target even in dark places or when blinded, granting blindsight in a 9m radius. Furthermore, Due to their senses, the Latran Hunter gets +2 on rolls to detect hidden or stealthed targets.<br />
<br />
'''Beastial Form''': A Latran can sacrifice some of their intelligence to transform their mind and body even further into that of a beast. On a successful d20 roll, the Latran Hunter’s Intelligence stat is decreased by 6, and all other stats are increased by 6. While in this state, the Werewolf is reduced to a very primal state of being, with little critical thinking skills. The Latran will only be able to use this ability once per day, though they can choose to exit the form at any time.<br />
<br />
'''Latran Howl''': A Latran Hunter in its Beastial Form can let out a terrifying howl that paralyzes all non-voidals within 10m for 2 rounds. The Latran rolls d20 to howl, and all targets in the area must roll higher on d20 defense to be immune to the effect of the howl. Wolves in the area will recognize the howler as a being of great respect and will come to watch the Werewolf slaughter its prey in admiration. This ability can be used once every 5 rounds.<br />
<br />
'''Werewolf Traits''': Latran Werewolves do not sleep, do not eat and they do not drink but blood that heals them 2 hp/round when they do. When they haven’t drunk blood for more than one day out of their native plane, or when hit directly by the sunlight, they’ll get the “Weakened” Status.<br />
Weakened Werewolves have -2 to every roll and will try to retreat to Hemon in any possible way.<br />
<br />
'''Hemon Traits''': Demons from Hemon can only be killed with a silver weapon. If you don’t have a silver weapon, they’ll just be “staggered” until they get damaged for twice the amount of their hp and then faint. A staggered Werewolf will only make one action/round and cannot both move and attack in the same turn.<br />
<br />
== Drops ==<br />
=== Demonic Blood ===<br />
<br />
=== Latran Fangs ===<br />
Sharp fangs about an inch in length.<br />
<br />
===== Latran Hunters are old, experienced, intelligent demons that can possess the most disparate items. =====</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Vermilion_Vampire&diff=5006Vermilion Vampire2023-10-24T20:06:04Z<p>Foodrig: Created page with "{{Bestiary |Image = Missing.png |Class = Voidal |Rarity = Epic |Size = Medium |HP = 16 |STR = 14 |DEF = 10 |AGI = 16 |INT = 16 }} ''The Blood Vampires or “the Vermilions” are a Vampire species belonging to a dreaded House of Vampire nobles located in the plane of Hemon. This house is known as the “House of Blood” and it’s a noble house of Demonic nobles who have many strong independent lords. The leader of these dynasties is one of the three Voidal Titans recor..."</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Voidal<br />
|Rarity = Epic<br />
|Size = Medium<br />
|HP = 16<br />
|STR = 14<br />
|DEF = 10<br />
|AGI = 16<br />
|INT = 16<br />
}}<br />
''The Blood Vampires or “the Vermilions” are a Vampire species belonging to a dreaded House of Vampire nobles located in the plane of Hemon. This house is known as the “House of Blood” and it’s a noble house of Demonic nobles who have many strong independent lords. The leader of these dynasties is one of the three Voidal Titans recorded to inhabit the Hemon plane where the house is located. The name of this Voidal Titan, usually referenced as the “Master of Blood”, is unknown and concealed as a great secret among the most powerful of the Vampire Lords of this house. The Blood Vampires are mainly famous for their deals with mortals and their tendency to cooperate with them. Blood Vampires are always out for blood, but they also believe that blood is the pinnacle of life: every living creature is a resource and none of it should go to waste. Blood Vampires usually have a self-conceived code based on hierarchical and extended familial ties.''<br />
<br />
''Unlike other vampires, blood vampires always try to infiltrate societies, favoring subterfuge and patronage and ally themselves with other demons only when necessary, always preferring alliances with the living and other creatures to convert them to their blood magic, when possible...''<br />
<br />
== Description ==<br />
Vermillion Vampires want nothing more than to blend in among the mortals of Eden and wear whatever clothing serves that purpose, although they enjoy elegant clothing, which allows them to mingle with members of high society, where their influence is greatest.<br />
They love red, even if they don't usually show it, and their eyes, red like blood, are often hidden through magic tricks or long hoods, and revealed only to the initiates of their secret societies. <br />
<br />
== Behaviour ==<br />
Blood Vampires are usually gentle and extremely erudite beings. Unlike other vampires, they tend to blend in with people, frequent social life, patronize art, offer banquets and attract people into their secret societies where they are initiated into vampirism and blood magic. Usually each vampire society is headed by a "Grand Master", who is generally also a demon Lord in Hemon.<br />
<br />
The relationship with other demons is generally condescending. They try to avoid conflict by accommodating them when they can, although there are many cases where societies of Vermilion Vampires go to war with other demons when they deem it necessary.<br />
<br />
Not unlike other demons, they dream of complete dominion over Eden. They love void cults and pushing mortals towards them and, although very cautious, they do not hesitate to use violence to achieve their goals.<br />
<br />
===In Combat===<br />
A Vermillion Vampire will never get in a fight unless they can easily win, if they have a choice. Blood Vampires cast advanced Hemomancy spells while they parry attacks dealt to them with summoned weapons made of crystallized blood.<br />
<br />
== Abilities ==<br />
'''Voidal Regeneration''': A Vermillion Vampire regenerates 2hp/round and can regrow any limb (even the head!) in a month's time.<br />
<br />
'''Voidal Disguise''': Vermillion Vampires can change the color of their eyes and conceal their vampiric teeth through illusions produced with voidal magic.<br />
<br />
'''Hemomancy Archmage''': Vermillion Vampires are all level 10 hemomancers (House of the Blood).<br />
<br />
'''Demonic Weapon''': A Vermillion Vampire can summon any melee weapon by crystallizing blood through Hemomancy magic.<br />
They can do so with such skill that can be done as a free action.<br />
The weapon turns into normal blood the moment it is dropped or stolen from the Vampire.<br />
<br />
'''Mythical Mastery''': A Blood Vampire can never be disarmed and can parry one melee or ranged attack/round as a free action in another player’s turn.<br />
<br />
'''Vampiric Speed''': A Vermillion Vampire can move incredibly fast and can make a free additional movement action at the start of their turn.<br />
<br />
'''Vampire Traits''': Blood Vampires do not sleep, do not eat and they do not drink anything except for blood, that heals them 2 hp/round when they do. When they haven’t drunk blood for more than one day out of their native plane, or when hit directly by the sunlight, they’ll get the “Weakened” Status.<br />
Weakened Vampires have -2 to every roll and will try to retreat to Hemon in any possible way.<br />
<br />
'''Hemon Traits''': Demons from Hemon can only be killed with a silver weapon. If you don’t have a silver weapon, they’ll just be “staggered” until they get damaged for twice the amount of their hp and then faint.<br />
A staggered Vampire will only make one action/round and cannot both move and attack in the same turn.<br />
<br />
== Drops ==<br />
<br />
*Demonic Blood<br />
*Vampire Nobles are old intelligent demons that can possess the most disparate items.</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Vampire_Spawn&diff=5005Vampire Spawn2023-10-24T19:53:20Z<p>Foodrig: </p>
<hr />
<div>This is a list of the known Vampire Creatures:<br />
*[[Habash Vampire]], from the high House of the Night.<br />
*[[Vermilion Vampire]], from the powerful House of Blood.<br />
*[[Latran Werewolf]], from the wild House of Beast</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Ghoul_Warrior&diff=5004Ghoul Warrior2023-10-24T11:35:18Z<p>Foodrig: </p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Undead<br />
|Rarity = Uncommon<br />
|Size = Medium<br />
|HP = 8<br />
|STR = 8<br />
|DEF = 6<br />
|AGI = 8<br />
|INT = 3<br />
}}<br />
So-called ghoul warriors are the most prevalent type of ghoul encountered in Eden.<br />
The primary characteristics of a ghoul warrior are that they are swift and ruthlessly ferocious.<br />
<br />
These warriors are beings of pure instinct, and obey only their superiors, the so-called Ghoul Lords, who unlike their subordinates have retained part of their intellect.<br />
<br />
<br />
== Description ==<br />
A ghoul is a humanoid creature about 1.70 cm tall, although the perpetually arched back and it's almost always quadrupedal animal walk make it appear considerably shorter. <br />
Their skin is bluish, extremely pale; sometimes even slightly transparent such that you can even glimpse their veins, skeleton and organs.<br />
<br />
The ghoul has long, sharp nails that look like claws. Without a nose, a ghoul has a jaw so large and teeth so sharp that it can swallow a limb whole, which it breaks and grinds without problem deep in the earth.<br />
<br />
Those who today are called Ghouls were once mortals who walked in the light of the sun, human beings affected by a terrible curse that forced them to hole up in the depths of the earth, and to walk in darkness.<br />
<br />
They mainly live in the cursed places below Eden, like underground catacombs, graves and necropolis.<br />
<br />
== Behavior ==<br />
Ghoul is a creature of pure instinct. It never stops looking for food and patrolling its territory in search of zombies or small animals to devour; although obviously its favorite prey are dwarves, elves and especially humans. <br />
<br />
Ghouls are capable of going weeks or even months without eating, which logically, however, only worsens their mood.<br />
<br />
However, Ghouls stay close to their necropolises, with which they feel they possess an ancestral bond that they have long since ceased to understand. Ghouls have long since lost the ability to speak and can only make simple moans and squawks.<br />
<br />
Inside these necropolises or caves, and in many other circumstances, Ghoul warriors naturally protect their undead leaders that command them through their necromancy magical aura.<br />
<br />
=== In Combat ===<br />
In combat, a ghoul attacks the first enemy that stands in front of it, except when commanded by a ghoul lord or shadow. Their melee attack consists of a flurry of hits with their claws, while he tries to eat their enemy alive.<br />
<br />
== Actions & Abilities ==<br />
<br />
=== Melee Attack ===<br />
A ghoul can attack 3 times in a round, dealing 2 damage each.<br />
<br />
=== Dismember ===<br />
A ghoul's priority is to bite and eat. A ghoul that successfully hits a target 3 times in a row can make a strength check to chew one of the target’s limbs.<br />
The target will not be able to either attack or move (depending if the target limb was a leg or an arm) and will lose the limb after chewing a limb with 2 successful Dismembers.<br />
<br />
=== Ghoul traits ===<br />
A ghoul can move 4+2d6 agility each round when he’s well fed. They are considered both an undead and a voidal creature.<br />
<br />
== Drops ==<br />
<br />
=== Rotten Flesh ===<br />
Rotten Flesh</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Ghoul_Shadow&diff=5003Ghoul Shadow2023-10-24T11:34:34Z<p>Foodrig: Created page with "{{Bestiary |Image = Missing.png |Class = Undead |Rarity = Rare |Size = Medium |HP = 16 |STR = 10 |DEF = 12 |AGI = 8 |INT = 16 }} Ghoul Shadows are the former rulers or priests of the necropolis they inhabit, those who for some fortuitous reason or infernal pact have been able to retain part of their intellect, however distorted and corrupted by voidal magic. The ghoul shadow is no less ferocious than an ordinary warrior, but he is able to devise simple strategies, lead..."</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Undead<br />
|Rarity = Rare<br />
|Size = Medium<br />
|HP = 16<br />
|STR = 10<br />
|DEF = 12<br />
|AGI = 8<br />
|INT = 16<br />
}}<br />
Ghoul Shadows are the former rulers or priests of the necropolis they inhabit, those who for some fortuitous reason or infernal pact have been able to retain part of their intellect, however distorted and corrupted by voidal magic.<br />
<br />
The ghoul shadow is no less ferocious than an ordinary warrior, but he is able to devise simple strategies, lead assaults, and even set up ambushes in the necropolises he rules over.<br />
<br />
A ghoul shadow has a unique personality and can both talk and think about what comes his way, making decisions about the best strategy for feasting on the flesh of his enemies.<br />
<br />
== Description ==<br />
A ghoul shadow is a humanoid creature about 1.80 cm tall, but appears much taller than his fellows so it is his habit to stand upright, to better see what is happening and to command his subjects. They have bluish pale skin like their low rank warriors they usually accompany.<br />
<br />
It is distinguished by being adorned with jewels and other gilded trinkets with an uncertain past. <br />
<br />
The ghoul shadow has nails much longer than his subordinates, much sharper and much more resistant so that they seem almost made of steel and rarely break, even when crossed with human weapons.<br />
<br />
Even the Ghoul shadows are noseless, they possess an enormous jaw and teeth so sharp that they can swallow a limb whole, which it easily breaks and minces in the depths of the earth. As they prepare to attack, a demonic aura of purple light surrounds their hideous figure, with broad, muscular shoulders that command respect even in the fiercest of adventurers.<br />
<br />
<br />
== Behavior ==<br />
The Ghoul shadow continuously organizes his necropolis, as his main concern is to ensure that the lesser ghouls do not give in too much cannibalism, since the Ghouls eat continuously and without restraint and their food resources are quick to run out.<br />
<br />
The Ghoul shadows live near their underground tombs, with which they feel they have an ancestral bond and where they occasionally perform human sacrifices, of Ghouls or fresh meat, to celebrate the not well defined "Gods of the void" who gave them eternal life millennia ago.<br />
<br />
=== In Combat ===<br />
In combat, a ghoul shadow commands other ghouls, although he usually actively participates in tactics.<br />
<br />
== Actions & Abilities ==<br />
<br />
=== Melee Attack ===<br />
A ghoul can attack 3 times in a round, dealing 2 damage each.<br />
<br />
=== Dismember ===<br />
A ghoul's priority is to bite and eat. A ghoul that successfully hits a target 3 times in a row can make a strength check to chew one of the target’s limbs.<br />
The target will not be able to either attack or move (depending if the target limb was a leg or an arm) and will lose the limb after 2 successful Dismembers.<br />
<br />
=== Minor Leadership Aura ===<br />
A Ghoul shadow can easily command any minor ghoul in a 20m range, by projecting a minor aura of necromancy magic. He can do so to command up to 5 ghouls by spending his movement round action.<br />
<br />
=== Ghoul Traits ===<br />
A ghoul can move 4+2d6 agility each round when he’s well fed. He’s considered both an undead and a voidal creature.<br />
<br />
== Drops ==<br />
<br />
=== Rotten Flesh ===<br />
<br />
=== Golden Jewelery ===<br />
<br />
=== Voidal Cult Items ===</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Ghoul_Warrior&diff=5002Ghoul Warrior2023-10-24T11:23:16Z<p>Foodrig: Created page with "{{Bestiary |Image = Missing.png |Class = Undead |Rarity = Uncommon |Size = Medium |HP = 8 |STR = 8 |DEF = 6 |AGI = 8 |INT = 3 }} A ghoul is a humanoid creature about 1.70 cm tall, although the perpetually arched back and it's almost always quadrupedal animal walk make it appear considerably shorter. Their skin is bluish, extremely pale; sometimes even slightly transparent such that you can even glimpse their veins, skeleton and organs. The ghoul has long, sharp nails..."</p>
<hr />
<div>{{Bestiary<br />
|Image = Missing.png<br />
|Class = Undead<br />
|Rarity = Uncommon<br />
|Size = Medium<br />
|HP = 8<br />
|STR = 8<br />
|DEF = 6<br />
|AGI = 8<br />
|INT = 3<br />
}}<br />
<br />
A ghoul is a humanoid creature about 1.70 cm tall, although the perpetually arched back and it's almost always quadrupedal animal walk make it appear considerably shorter. <br />
Their skin is bluish, extremely pale; sometimes even slightly transparent such that you can even glimpse their veins, skeleton and organs.<br />
<br />
The ghoul has long, sharp nails that look like claws. Without a nose, a ghoul has a jaw so large and teeth so sharp that it can swallow a limb whole, which it breaks and grinds without problem deep in the earth.<br />
<br />
Those who today are called Ghouls were once mortals who walked in the light of the sun, human beings affected by a terrible curse that forced them to hole up in the depths of the earth, and to walk in darkness.<br />
<br />
They mainly live in the cursed places below Eden, like underground catacombs, graves and necropolis.<br />
<br />
== Behavior ==<br />
Ghoul is a creature of pure instinct. It never stops looking for food and patrolling its territory in search of zombies or small animals to devour; although obviously its favorite prey are dwarves, elves and especially humans. <br />
<br />
Ghouls are capable of going weeks or even months without eating, which logically, however, only worsens their mood.<br />
<br />
However, Ghouls stay close to their necropolises, with which they feel they possess an ancestral bond that they have long since ceased to understand. Ghouls have long since lost the ability to speak and can only make simple moans and squawks.<br />
<br />
Inside these necropolises or caves, and in many other circumstances, Ghoul warriors naturally protect their undead leaders that command them through their necromancy magical aura.<br />
<br />
=== In Combat ===<br />
In combat, a ghoul attacks the first enemy that stands in front of it, except when commanded by a ghoul lord or shadow. Their melee attack consists of a flurry of hits with their claws, while he tries to eat their enemy alive.<br />
<br />
== Actions & Abilities ==<br />
<br />
=== Melee Attack ===<br />
A ghoul can attack 3 times in a round, dealing 2 damage each.<br />
<br />
=== Dismember ===<br />
A ghoul's priority is to bite and eat. A ghoul that successfully hits a target 3 times in a row can make a strength check to chew one of the target’s limbs.<br />
The target will not be able to either attack or move (depending if the target limb was a leg or an arm) and will lose the limb after chewing a limb with 2 successful Dismembers.<br />
<br />
=== Ghoul traits ===<br />
A ghoul can move 4+2d6 agility each round when he’s well fed. They are considered both an undead and a voidal creature.<br />
<br />
== Drops ==<br />
<br />
=== Rotten Flesh ===<br />
Rotten Flesh</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Ghoul&diff=5001Ghoul2023-10-24T11:14:25Z<p>Foodrig: Created page with "''Ghouls are creatures of the night, inhabitants of the dark recesses of the subterranean depths of Eden.'' ''Those who today are called Ghouls were once mortals who walked in the light of the sun, human beings affected by a terrible curse that forced them to hole up in the depths of the earth, and to walk in darkness.'' ''Known for cannibalism and for their diet based mainly on human flesh, these fearsome creatures have always endangered the lives of those who unfortu..."</p>
<hr />
<div>''Ghouls are creatures of the night, inhabitants of the dark recesses of the subterranean depths of Eden.''<br />
<br />
''Those who today are called Ghouls were once mortals who walked in the light of the sun, human beings affected by a terrible curse that forced them to hole up in the depths of the earth, and to walk in darkness.''<br />
<br />
''Known for cannibalism and for their diet based mainly on human flesh, these fearsome creatures have always endangered the lives of those who unfortunately end up walking through their underground necropolis.''<br />
<br />
''An indirect fruit of necromancy, ghouls are a unique creature of Lilith and Eseron, as they are the result of the voidal corruption of poor mortals.''<br />
<br />
== Ghoul Types ==<br />
The following types of Ghoul exist:<br />
<br />
*[[Ghoul Warrior]]<br />
*[[Ghoul Shadow]]</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Bestiary&diff=4998Bestiary2023-10-22T19:40:32Z<p>Foodrig: </p>
<hr />
<div>[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]<br />
<br />
<div style="text-align: center;"><br />
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''<br />
<br />
''>> Please note that: <<<br />
<br />
>> Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. <<<br />
<br />
>> Animals marked with '''◇''' are macro categories <<<br />
<br />
>> Animals marked with '''❀''' are tiny critters<<''<br />
</div><br />
<br />
<br />
----<br />
<br />
<br />
<div style="text-align: center;"><br />
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''<br />
{| class="wikitable" style="text-align:center; margin:auto;"<br />
|- style="font-weight:bold;"<br />
! Tiny<br />
! Small<br />
! Medium<br />
! Large<br />
! Huge<br />
! Gargantuan<br />
|-<br />
| 10 - 30 cm<br />
| 30 - 120 cm<br />
| 120 - 220 cm<br />
| 220 - 600 cm<br />
| 600 - 1200 cm<br />
| > 1200 cm<br />
|-<br />
| 4" - 12"<br />
| 12" - 3'1''<br />
| 3'1" - 7'2"<br />
| 7'2" - 19'8"<br />
| 19'8" - 39'4"<br />
| > 39'4"<br />
|}<br />
</div><br />
<br />
<br />
<div style="text-align: center;"><br />
{| class="mw-collapsible mw-collapsed wikitable" style="text-align:center; width: 70%; margin:auto;"<br />
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''<br />
|-<br />
! scope="col"|Common<br />
! scope="col" style="color:green"| Uncommon<br />
! scope="col" style="color:teal"| Rare<br />
! scope="col" style="color:purple"| Epic<br />
! scope="col" style="color:olive"| Legendary<br />
|-<br />
| A common creature.<br />
| You can find this only as a random encounter.<br />
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.<br />
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.<br />
| It's believed extinct and people in Eden even have a doubt they exist.<br />
|}<br />
</div><br />
<br />
<br />
----<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{Navtable Bestiary<br />
|Name = Amphibic<br />
|HeaderColor = #63997d<br />
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.<br />
|Fill = <div style="column-count:3">[[Frogs|◇Frogs]]<br />
:[[Giant Toad]]<br />
:[[Salamander]]*<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Aquatic<br />
|HeaderColor = #6f7fa1<br />
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. <br />
|Fill = <div style="column-count:3">[[Fishes|◇Fishes]]<br />
:[[Crabs|◇Crabs]]<br />
:[[Seals|◇Seals]]<br />
:[[Hippocampus]]<br />
:[[Kraken]]<br />
:[[Sea Serpent]]<br />
:[[Squids]]*<br />
:[[Merfolk]]<br />
:[[Naga]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Avian<br />
|HeaderColor = #b3ad62<br />
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.<br />
|Fill = <div style="column-count:3">[[Common Birds|◇Common Birds]]* <br />
:[[Tropical Birds|◇Tropical Birds]]*<br />
:[[Bats|◇Bats]]<br />
:[[Phoenixes|◇Phoenixes]]<br />
:[[Owls|◇Owls]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Constructed<br />
|HeaderColor = #6a6b69<br />
|Desc = Forged by fire and pure will, what drives these non-organic creatures are unknown. Some lay dormant, awakening after hundreds of years of slumbering, while others express themselves by other means.<br />
|Fill = <div style="column-count:3">[[Golems|◇Golems]]<br />
:[[Animated Armor]]<br />
:[[Rip Wraith]]<br />
</div> <br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Draconomicon<br />
|HeaderColor = #91443a<br />
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.<br />
|Fill = <div style="column-count:3">[[Primal Dragons|◇Primal Dragons]]<br />
:[[Amphitheras|◇Amphiteras]]<br />
:[[Pocket Dragon]] <br />
:[[Faerie Dragon]]<br />
:[[Quetzalcoatl]]<br />
:[[Dragon Turtle]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Elemental<br />
|HeaderColor = #a14a84<br />
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.<br />
|Fill = <div style="column-count:3">[[Fire Lizard]]<br />
:[[Water Genie|Marid]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Fey<br />
|HeaderColor = #856aa3<br />
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.<br />
|Fill = <div style="column-count:3">[[Tree Spirits|◇Tree Spirits]]<br />
:[[Dryads]]<br />
:[[Nymph]]<br />
:[[Pixie]]<br />
:[[Wisp]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Humanoid<br />
|HeaderColor = #bd8b57<br />
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.<br />
|Fill = <div style="column-count:3">[[Trolls|◇Trolls]]<br />
:[[Kobolds|◇Kobolds]]<br />
:[[Centaurs]]<br />
:[[Giants]]<br />
:[[Harpy]]<br />
:[[Minotaur]]<br />
:[[Ogres]]<br />
:[[Satyr]]<br />
:[[Gnomes|❀Gnomes]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Magical<br />
|HeaderColor = #5e3178<br />
|Desc = Creatures of yore, mystical beings only read about. It is rare to see a magical creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.<br />
|Fill = <div style="column-count:3">[[Cockatrice]]<br />
:[[Gargoyle]]<br />
:[[Genies]]<br />
:[[Gimeek]]<br />
:[[Great Stag]]<br />
:[[Hathor]]<br />
:[[Hippogryph]]<br />
:[[Naga]]<br />
:[[Pegasus]]<br />
:[[Seedlings]]<br />
:[[Siren]]<br />
:[[The Thing in the Woods]]<br />
:[[Usebilein]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Mammalian<br />
|HeaderColor = #855a36<br />
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.<br />
|Fill = <div style="column-count:3">[[Bears|◇Bears]]*<br />
:[[Wolves|◇Wolves]]<br />
:[[Camel]]*<br />
:[[Cat]]*<br />
:[[Chicken]]*<br />
:[[Cow]]*<br />
:[[Donkey]]*<br />
:[[Elephant]]*<br />
:[[Elk]]*<br />
:[[Goat]]*<br />
:[[Hedgehog]]*<br />
:[[Horse]]*<br />
:[[Llama]]*<br />
:[[Pig]]*<br />
:[[Raccoon]]*<br />
:[[Skunk]]*<br />
:[[Rabbit]]*<br />
:[[Otter]]*<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Reptilian<br />
|HeaderColor = #5b9457<br />
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.<br />
|Fill = <div style="column-count:3">[[Snakes|◇Snakes]]<br />
:[[Wyvern]]<br />
:[[Chameleon]]*<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Undead<br />
|HeaderColor = #423c3f<br />
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.<br />
|Fill = <div style="column-count:3">[[Banshee]]<br />
:[[Ghost]]<br />
:[[Ghoul]]<br />
:[[Skeleton]]<br />
:[[Spectre]]<br />
:[[Skeleton Lord|Wight]]<br />
:[[Wraith]]<br />
:[[Zombie]]<br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Vermin<br />
|HeaderColor = #416655<br />
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.<br />
|Fill = <div style="column-count:3">[[Mosspawn|◇Mosspawn]]<br />
:[[Spiders|◇Spiders]]<br />
:[[Giant Rat]]<br />
:[[Scorpions]]<br />
:[[Rotworm]]<br />
:[[Woolikata]] <br />
</div><br />
}}<br />
<br />
{{Navtable Bestiary<br />
|Name = Insect<br />
|HeaderColor = #8B8000<br />
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.<br />
|Fill = <div style="column-count:3">[[Flies|◇Flies]]*<br />
:[[Bees and Wasps|◇Bees and Wasps]]*<br />
:[[Ants|◇Ants]]*<br />
:[[Beetles|◇Beetles]]*<br />
:[[Butterflies and Moths|◇Butterflies and Moths]]*<br />
:[[Fireflies|◇Fireflies]]*<br />
</div><br />
}}<br />
<br />
<br />
{{Navtable Bestiary<br />
|Name = Voidal<br />
|HeaderColor = #9e4956<br />
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.<br />
|Fill = <div style="column-count:3">[[Vampire Spawn|◇Vampires]]<br />
:[[Werewolves|◇Werewolves]]<br />
:[[Alran Demons|◇Alran Demons]]<br />
:[[Deygrim]]<br />
:[[Eegoli]]<br />
:[[Imp]]<br />
:[[Incubus]]<br />
:[[Kyphret Vine]]<br />
:[[Moroi]]<br />
:[[Augel'Garn]]<br />
:[[Plague Bringers]]<br />
:[[Succubus]]<br />
</div><br />
}}<br />
|<br />
}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Necromancy&diff=4997Necromancy2023-10-21T23:44:59Z<p>Foodrig: /* Spells */</p>
<hr />
<div>{{MagicType<br />
| Name = Necromancy<br />
| Image = VoidalPNG.png<br />
| Class = Voidal Magic<br />
| Source = Lillith - The Black Void<br />
| Cast = Catalyst - Soul Gem<br />
| Paths = Soul-Destined '''·''' Death-Destined<br />
}}<br />
<br />
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. <br />
<br />
<br />
== History ==<br />
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it. <br />
<br />
<br />
== Learning and Teaching ==<br />
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. <br />
<br />
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. <br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. <br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Necromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus. Up to 2 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Wizard<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Master Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus. Up to 4 soul charges.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Arch Warlock<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Soul-Destined ===<br />
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Raiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Awakener<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Materialiser<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Summoner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 5 - Enchanter<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
=== Progression - Death-Destined ===<br />
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. <br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Executioner<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus. Up to 6 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 2 - Assassin<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus. Up to 8 soul charges.<br />
|-<br />
| rowspan="1" |Lvl 3 - Reaper<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Lesser-Lich<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus. Up to 10 soul charges.<br />
|-<br />
| rowspan="1" |Lvl5 - Lich<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus. Up to 10 soul charges.<br />
|}<br />
<br />
== Limitations ==<br />
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. <br />
<br />
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Soul Consumption<br />
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 3 meters<br />
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.<br />
<br />
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.<br />
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.<br />
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.<br />
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Blight<br />
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 5 meters<br />
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.<br />
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. <br />
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.<br />
|Succ = The spell's damage becomes 2d2.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Lunarmancers can cleanse the blighted area.<br />
}}<br />
{{Spell<br />
|Name = Sacrilegious Strengthening<br />
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Selfcast<br />
|Damage = The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds<br />
<br />
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.<br />
<br />
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls<br />
|Succ = The spell will last for 2D2+1 Rounds.<br />
<br />
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.<br />
The user cannot give the boost to allies and it is limited to themselves.<br />
Casting rolls are not affected by the intelligence boost.<br />
The effect will not stack and you cannot cast it again if one is already active.<br />
}}<br />
{{Spell<br />
|Name = Bone of Battle<br />
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.<br />
<br />
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.<br />
<br />
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.<br />
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.<br />
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.<br />
|RedLines = Only one bone can be active by the caster at all times. <br />
The same action cannot be used twice in a row. <br />
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. <br />
}}<br />
{{Spell<br />
|Name = Lesser Reanimation<br />
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.<br />
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.<br />
|Succ = The animal heals possible injuries it sustained during its life.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.<br />
}}<br />
{{Spell<br />
|Name = Skeletal Grasp<br />
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.<br />
<br />
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.<br />
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.<br />
|Succ = The claws are sharper, dealing D2 damage to targets in the area.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Wall of Death<br />
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.<br />
<br />
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.<br />
<br />
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.<br />
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.<br />
|Succ = The wall stays for D4+2 rounds.<br />
|RedLines = Only one wall may be active at one time.<br />
}}<br />
{{Spell<br />
|Name = Rotting Injection<br />
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.<br />
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.<br />
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.<br />
|RedLines = –<br />
}}<br />
{{Spell<br />
|Name = Spectral Weapon<br />
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.<br />
<br />
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.<br />
<br />
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.<br />
|Succ = The weapon always inflicts the -3 affliction.<br />
|RedLines = Someone may not dual wield a soul weapon and a real weapon.<br />
<br />
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.<br />
}}<br />
{{Spell<br />
|Name = Reanimate Dead<br />
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.<br />
|Level = 3<br />
|Casting = 11<br />
|Range = Touch<br />
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.<br />
<br />
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.<br />
<br />
Str 0<br />
Def - None<br />
Agi - None<br />
Int - None<br />
<br />
HP: 1 per undead in the horde<br />
<br />
Movement: 4 meters<br />
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.<br />
|Succ = The body looks slightly more lifelike and less like an undead.<br />
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.<br />
<br />
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.<br />
<br />
Each horde can only have a max of 8 undead.<br />
<br />
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.<br />
}}<br />
{{Spell<br />
|Name = Death Coil<br />
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = 10 meters<br />
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. <br />
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. <br />
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.<br />
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. <br />
}}<br />
{{Spell<br />
|Name = Voidal Breath of Life<br />
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.<br />
<br />
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:<br />
<br />
Strength +1<br />
Defense +2<br />
Agility -2<br />
Intelligence +1<br />
HP 7<br />
<br />
The gargoyle does unarmed attacks that deal 1 damage per successful attack.<br />
<br />
If the gargoyle possesses a nearby statue, its HP raises to 15.<br />
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.<br />
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.<br />
|RedLines = This spell requires 1 soul to cast.<br />
<br />
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.<br />
}}<br />
{{Spell<br />
|Name = Reaped Grounds<br />
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.<br />
<br />
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.<br />
<br />
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.<br />
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.<br />
|Succ = The reaped grounds stay for the maximum amount of time.<br />
|RedLines = This spell requires 3 souls to cast.<br />
<br />
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.<br />
<br />
A Loremaster must be present for the casting of this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Soul Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Arise<br />
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 2 meter<br />
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.<br />
<br />
This creature will act after the caster's next turn with the following stats:<br />
<br />
Str +1<br />
Def -2<br />
Agi +0<br />
Int - unusable.<br />
<br />
HP: 3<br />
|Fail = The caster loses control over the creature, and it starts attacking the caster.<br />
|Succ = The creature is slightly sturdier and has 5HP.<br />
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.<br />
}}<br />
{{Spell<br />
|Name = Soul Chain<br />
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.<br />
<br />
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.<br />
|Fail = The chain fails to manifest at all.<br />
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.<br />
|RedLines = Only one target may be chained at the same time.<br />
}}<br />
{{Spell<br />
|Name = Spectral Steed<br />
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = Self<br />
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.<br />
<br />
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.<br />
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.<br />
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.<br />
|RedLines = This spell costs 1 soul to cast.<br />
<br />
The steed can be targeted as any normal mount could.<br />
}}<br />
{{Spell<br />
|Name = Banshee's Calling<br />
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.<br />
<br />
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.<br />
<br />
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.<br />
<br />
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.<br />
<br />
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.<br />
<br />
The Banshee has 6 HP<br />
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.<br />
|Succ = The banshee stays for the maximum amount of time.<br />
|RedLines = Only 1 banshee can be spawned per necromancer at one time.<br />
}}<br />
{{Spell<br />
|Name = Soul Expulsion<br />
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.<br />
<br />
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.<br />
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.<br />
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.<br />
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.<br />
}}<br />
{{Spell<br />
|Name = The Rotting Dance<br />
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Self<br />
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.<br />
<br />
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.<br />
|Fail = Half of the creatures are summoned instead.<br />
|Succ = The spell summons the max amount.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Voidal Presence<br />
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 20 meters<br />
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds. <br />
<br />
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.<br />
<br />
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.<br />
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.<br />
|Succ = The spell lasts for the maximum amount of time.<br />
|RedLines = This spell costs 2 souls to cast.<br />
}}<br />
{{Spell<br />
|Name = Aspect of the Undead<br />
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Touch<br />
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.<br />
<br />
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.<br />
<br />
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.<br />
<br />
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.<br />
<br />
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.<br />
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.<br />
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
A Loremaster is needed to cast this spell.<br />
<br />
This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Death Destined<br />
|Spells = <br />
{{Spell<br />
|Name = Bone-Chilling<br />
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.<br />
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.<br />
|Succ = The target suffers a heart-attack (D2 damage).<br />
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.<br />
}}<br />
{{Spell<br />
|Name = Soul Barrier<br />
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. <br />
|Level = 1<br />
|Casting = 12<br />
|Range = Self<br />
|Damage = <br />
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. <br />
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.<br />
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. <br />
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. <br />
Lunarmancy spells deplete the barrier's HP twice as fast.<br />
}}<br />
{{Spell<br />
|Name = Displeasant Dissonance<br />
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.<br />
|Level = 2<br />
|Casting = 11<br />
|Range = 5 meters<br />
|Damage = <br />
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. <br />
|Fail = The spell fails, causing the caster themself to feel nauseous.<br />
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.<br />
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.<br />
}}<br />
{{Spell<br />
|Name = Soul Defilement<br />
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. <br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = <br />
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. <br />
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. <br />
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. <br />
|RedLines = The effect of the spell does not stack.<br />
}}<br />
{{Spell<br />
|Name = Exo Skeleton<br />
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.<br />
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.<br />
|Succ = The Exo skeleton has the maximum amount of HP.<br />
|RedLines = One cannot cast Exo skeleton while one already has the armor.<br />
}}<br />
{{Spell<br />
|Name = Rigor Mortis<br />
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.<br />
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.<br />
|Succ = The stun lasts for D2+1 rounds.<br />
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.<br />
}}<br />
{{Spell<br />
|Name = Death Scythe<br />
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.<br />
|Level = 3<br />
|Casting = 17<br />
|Range = 15<br />
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.<br />
<br />
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.<br />
|Fail = Instead, the caster slashes their own body and will take 3 damage.<br />
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.<br />
<br />
Targets failing both rolls receive full damage.<br />
Targets failing 1 roll take half damage rounded up.<br />
Targets succeeding on both rolls take no damage.<br />
|RedLines = This spell costs one soul to cast.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Soul<br />
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 5 blocks<br />
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.<br />
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.<br />
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.<br />
|RedLines = This spell costs two souls to cast.<br />
<br />
This spell cannot be used on 1 target more than 1 time a day.<br />
}}<br />
{{Spell<br />
|Name = Death's Embrace<br />
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Touch<br />
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.<br />
<br />
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.<br />
<br />
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.<br />
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.<br />
|Succ = The caster gets a +6 in their defense as long as the spell is active.<br />
|RedLines = The caster can only roll saving rolls while they're draining.<br />
}}<br />
{{Spell<br />
|Name = Death Manifestation<br />
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Self<br />
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.<br />
<br />
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:<br />
<br />
Increase the damage done to all targets by 2,<br />
<br />
Add 2 rounds to the duration of a resulting effect,<br />
<br />
Double the strength of a non-damaging effect,<br />
(ex: 4 knockback becomes 8 knockback)<br />
<br />
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.<br />
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.<br />
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.<br />
|RedLines = This spell costs 3 souls to cast.<br />
<br />
This spell can only be cast once every OOC week.<br />
<br />
A loremaster has to be present for the casting of this spell.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Souls Blessing (Necromancy)<br />
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. <br />
|Range = Touch<br />
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.<br />
|RedLines = This ability costs a soul use to activate. <br />
This ability has a cooldown of 2 rounds. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Fragmentation (Soul-Destined)<br />
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.<br />
|Range = 10 meters<br />
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. <br />
|RedLines = This ability costs a soul charge to use. <br />
<br />
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.<br />
<br />
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Necromantic Resistance (Death-Destined)<br />
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. <br />
|Range = Self<br />
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.<br />
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&diff=4996Pyromancy2023-10-21T19:11:53Z<p>Foodrig: /* Mandatory */</p>
<hr />
<div><br />
{{MagicType<br />
| Name = Pyromancy<br />
| Image = PyromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Ignos, the realm of Fire<br />
| Cast = Catalyst - Sphalerite Gem<br />
| Paths = Solarmancy '''·''' Magmamancy<br />
}}<br />
<br />
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.<br />
<br />
<br />
== History ==<br />
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.<br />
<br />
<br />
== Learning and Teaching ==<br />
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. <br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
|60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" | Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Pyromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 5 - Ignos Seer<br />
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.<br />
|}<br />
<br />
=== Progression - Solarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Solar Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Solarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Solaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Magmamancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Magmic explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Magmamancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Magmaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires. <br />
<br />
== Bodily Changes ==<br />
<br />
=== Magmamancy ===<br />
<br />
==== Mandatory ====<br />
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.<br />
<br />
==== Optional ====<br />
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.<br />
<br />
<br />
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.<br />
<br />
=== Solarmancy ===<br />
<br />
==== Mandatory ====<br />
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.<br />
<br />
==== Optional ====<br />
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.<br />
<br />
<br />
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals. They also tend to be more determined and passionate. <br />
<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells =<br />
{{Spell<br />
|Name = Ignis Enlightenment<br />
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = 3 meters<br />
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.<br />
<br />
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.<br />
<br />
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.<br />
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.<br />
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.<br />
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.<br />
}}<br />
{{Spell<br />
|Name = Blazing Tempo<br />
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = Selfcast<br />
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.<br />
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.<br />
|Succ = The spell's duration lasts for D3+2 rounds.<br />
|RedLines = The spell is ineffective if the caster is bound.<br />
}}<br />
{{Spell<br />
|Name = Flame Arrow<br />
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.<br />
|Level = 1<br />
|Casting = 8<br />
|Range = 10 meters or Bow range if used.<br />
|Damage = If the arrow is shot on its own, it deals 2 damage.<br />
If the arrow is shot with a bow, it deals D3 damage.<br />
If the arrow is shot with a crossbow, it applies Burning.<br />
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.<br />
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.<br />
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.<br />
}}<br />
{{Spell<br />
|Name = Pyrotic Pulse<br />
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Touch<br />
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.<br />
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.<br />
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.<br />
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.<br />
}}<br />
{{Spell<br />
|Name = Blazing Arsenal<br />
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.<br />
<br />
This weapon can be of any known and common design so long as it is one solid piece.<br />
<br />
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.<br />
|Fail = The weapon fails to summon.<br />
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.<br />
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.<br />
}}<br />
{{Spell<br />
|Name = Breath of the Dragon<br />
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.<br />
<br />
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. <br />
<br />
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.<br />
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.<br />
|Succ = Roll a D3 to determine damage instead of a D2.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
}}<br />
{{Spell<br />
|Name = Scorched Blade<br />
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 8 meters<br />
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.<br />
|Fail = The weapon implodes, dealing 2 dmg to the caster.<br />
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.<br />
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.<br />
}}<br />
{{Spell<br />
|Name = Fireball<br />
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.<br />
<br />
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.<br />
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.<br />
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.<br />
|RedLines = The spell can damage objects but requires a loremaster's supervision.<br />
Always round off the damage if the number is uneven.<br />
}}<br />
{{Spell<br />
|Name = Rejuvenating flames<br />
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 6 meters<br />
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.<br />
<br />
This shroud lasts for D2 rounds.<br />
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.<br />
|Succ = The effect lasts for 1 additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Aspect of Flame<br />
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. <br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast. 1 meter when used for combat.<br />
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. <br />
The caster can choose to use the extension for two purposes:<br />
<br />
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. <br />
<br />
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. <br />
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.<br />
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.<br />
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.<br />
}}<br />
{{Spell<br />
|Name = Ember Trap<br />
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.<br />
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.<br />
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds. <br />
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. <br />
}}<br />
{{Spell<br />
|Name = Wall of Flame<br />
|Desc = You draw from the power of Ignos to create a flaming barrier.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. <br />
<br />
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.<br />
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.<br />
|Succ = The wall flares up, dealing D2+1 and burning.<br />
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. <br />
}}<br />
{{Spell<br />
|Name = Spirit Phoenix<br />
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.<br />
<br />
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.<br />
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.<br />
|Succ = The spell's duration increases by 2 rounds.<br />
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.<br />
}}<br />
{{Spell<br />
|Name = Coiling Inferno<br />
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15m<br />
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.<br />
<br />
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.<br />
|Fail = The flames coil fully around the caster dealing D3 damage.<br />
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.<br />
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.<br />
}}<br />
{{Spell<br />
|Name = Fiery Cyclone<br />
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 6 meters<br />
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.<br />
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.<br />
|Succ = The cyclone's movement becomes 8 meters.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Flaming Behemoth<br />
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.<br />
<br />
HP: 10<br />
<br />
Str: +6, Def: +2, Agi: None, Int: +6<br />
<br />
The spirit has 3 attacks, which the caster can use at the end of their turn.<br />
<br />
Flame Breath:<br />
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.<br />
<br />
Flame Claws:<br />
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.<br />
<br />
Burning Blight:<br />
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.<br />
<br />
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.<br />
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.<br />
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.<br />
|RedLines = A loremaster must be present when trying to use this spell.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Solarmancy<br />
|Spells =<br />
{{Spell<br />
|Name = Smothering Dome<br />
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.<br />
|Level = 1<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.<br />
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.<br />
|Succ = The dome will last for 2 rounds.<br />
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.<br />
}}<br />
{{Spell<br />
|Name = Smite<br />
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.<br />
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.<br />
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.<br />
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.<br />
}}<br />
{{Spell<br />
|Name = Blinding Strike<br />
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.<br />
|Fail = The caster takes 3 damage from sunburn.<br />
|Succ = The stun lasts for an additional round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Fiery Mirror<br />
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.<br />
<br />
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.<br />
<br />
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.<br />
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.<br />
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.<br />
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.<br />
}}<br />
{{Spell<br />
|Name = Ecliptic Blast<br />
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.<br />
|Level = 3<br />
|Casting = 13<br />
|Range = 12 meters<br />
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.<br />
<br />
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.<br />
<br />
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.<br />
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.<br />
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.<br />
<br />
The spell will cause 2D2+1 damage instead.<br />
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.<br />
<br />
After using this spell the caster cannot attempt to cast it again for 3 rounds.<br />
}}<br />
{{Spell<br />
|Name = Regulus Protection<br />
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.<br />
|Level = 3<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.<br />
<br />
The spell lasts until its HP is gone or after 3 rounds.<br />
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.<br />
|Succ = The caster can roll D10 for the spell's HP value.<br />
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.<br />
}}<br />
{{Spell<br />
|Name = Sunlight Mirage<br />
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. <br />
<br />
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.<br />
<br />
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.<br />
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.<br />
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.<br />
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. <br />
}}<br />
{{Spell<br />
|Name = Spear of the Sun<br />
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.<br />
<br />
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.<br />
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.<br />
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.<br />
|RedLines = Only one spear may be created by the caster at any time.<br />
}}<br />
{{Spell<br />
|Name = Shining Valkyrie<br />
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = Self<br />
|Damage = A shining armor is formed around the caster for D3+2 rounds. <br />
<br />
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.<br />
<br />
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.<br />
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.<br />
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.<br />
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.<br />
}}<br />
{{Spell<br />
|Name = Rays of Ignos<br />
|Desc = The caster conjures potent beams of light that track their targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.<br />
<br />
This spell lasts for 3 rounds.<br />
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.<br />
|Succ = The spell stays for an extra round.<br />
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.<br />
}}<br />
{{Spell<br />
|Name = Solar Expulsion<br />
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.<br />
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.<br />
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.<br />
|RedLines = This spell decays structures within 30 meters as if they were molten.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Magmamancy<br />
|Spells =<br />
{{Spell<br />
|Name = Blazing Shield<br />
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.<br />
|Level = 1<br />
|Casting = 12<br />
|Range = Selfcast<br />
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.<br />
|Fail = Nothing happens.<br />
|Succ = The fiery pulse riposte now deals D2 damage.<br />
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.<br />
}}<br />
{{Spell<br />
|Name = Ring of Fire<br />
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.<br />
|Level = 2<br />
|Casting = 17<br />
|Range = 15 meters<br />
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.<br />
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.<br />
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.<br />
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.<br />
<br />
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.<br />
}}<br />
{{Spell<br />
|Name = Darkened Skies<br />
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.<br />
<br />
This effect lasts for D3 rounds.<br />
|Fail = Nothing happens.<br />
|Succ = The effect stays for an additional D3 rounds.<br />
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.<br />
}}<br />
{{Spell<br />
|Name = Blazing Bolts<br />
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.<br />
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. <br />
|Succ = The bolts always make the target take immediate burn damage.<br />
|RedLines = A maximum of 3 bolts can be shot at the same target.<br />
}}<br />
{{Spell<br />
|Name = Molten Soil<br />
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = 15 meters<br />
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.<br />
|Fail = The spell has no effect.<br />
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.<br />
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.<br />
}}<br />
{{Spell<br />
|Name = Scorching Panoply<br />
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = Self<br />
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.<br />
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.<br />
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.<br />
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.<br />
}}<br />
{{Spell<br />
|Name = Smouldering Rain<br />
|Desc = You make it rain fiery ash for a short time.<br />
|Level = 4<br />
|Casting = 17<br />
|Range = 15 blocks<br />
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.<br />
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.<br />
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.<br />
|RedLines = The caster is immune to the rain.<br />
}}<br />
{{Spell<br />
|Name = Meteoric Barrage<br />
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.<br />
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.<br />
|Succ = The fireballs deal 5 flat damage.<br />
|RedLines = A maximum of 2 fireballs may be directed at a single player.<br />
<br />
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.<br />
<br />
A loremaster must be present for the casting of this spell.<br />
<br />
This spell can only be cast once a week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Flaming Familiar<br />
|Desc = The mage can create a small, flame-like spirit that follows them around.<br />
|Range = Selfcast<br />
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.<br />
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Brilliant Radiance (Solarmancy only)<br />
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.<br />
|Range = 10 meters<br />
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.<br />
<br />
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.<br />
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.<br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Running Hot (Magmamancy only)<br />
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.<br />
|Range = Selfcast<br />
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.<br />
|RedLines = Once used, this ability has a cooldown of 3 rounds.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Geomancy&diff=4995Geomancy2023-10-21T18:04:49Z<p>Foodrig: </p>
<hr />
<div>{{MagicType<br />
| Name = Geomancy<br />
| Image = GeomancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Kor, the realm of the Mountain<br />
| Cast = Catalyst - Amerynd Crystal<br />
| Paths = Biomancy '''·''' Petromancy<br />
}}<br />
<br />
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.<br />
<br />
<br />
== History ==<br />
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.<br />
<br />
<br />
== Learning and Teaching ==<br />
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
<br />
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions <br />
|60 Minutes. Proof in lore ticket. <br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
<br />
== Progression - Geomancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Warlock<br />
|4 lvl 1 spells, 2 lvl 2 spells<br />
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Envoy of Kor<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Petromancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Petro Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Petromancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Petrosi<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Biomancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Grimoire Slots'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Biomancy Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Biomancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Biomantis<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Biomancy ===<br />
<br />
==== Mandatory ====<br />
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.<br />
<br />
==== Optional ====<br />
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.<br />
<br />
<br />
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.<br />
<br />
=== Petromancy ===<br />
<br />
==== Mandatory ====<br />
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.<br />
<br />
==== Optional ====<br />
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.<br />
<br />
<br />
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.<br />
<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Crystal Veil<br />
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = 3 meters<br />
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.<br />
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.<br />
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.<br />
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.<br />
}}<br />
{{Spell<br />
|Name = Crystal shard<br />
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters<br />
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.<br />
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.<br />
|Succ = The shard is extra sharp and does maximum damage.<br />
|RedLines = The crystal shard gets shot out of a tear towards an enemy to hit it, so the shard gemstone cannot be used in the environment to cut vines, webs or anything like that. <br />
}}<br />
{{Spell<br />
|Name = Mending<br />
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.<br />
|Level = 1<br />
|Casting = 15<br />
|Range = Touch<br />
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.<br />
<br />
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.<br />
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.<br />
|Succ = The repaired area grows to a cube of 5x5x5.<br />
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.<br />
}}<br />
{{Spell<br />
|Name = Rock Spike<br />
|Desc = Summon a spike of rocks that harms those standing on top of it.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.<br />
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.<br />
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.<br />
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.<br />
<br />
The spell can not hurt the caster.<br />
}}<br />
{{Spell<br />
|Name = Korstone Pebbles<br />
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = 10 meters<br />
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.<br />
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.<br />
|Succ = The stones gain extra momentum and can reach up to 15m<br />
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.<br />
}}<br />
{{Spell<br />
|Name = Liquify<br />
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = 20m<br />
|Damage = One of the following effects will take place;<br />
<br />
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. <br />
<br />
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.<br />
<br />
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.<br />
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. <br />
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. <br />
}}<br />
{{Spell<br />
|Name = Armored Dust<br />
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = Selfcast<br />
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.<br />
<br />
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.<br />
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. <br />
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.<br />
|RedLines = The armor can be washed away with aquamancy projectile spells. <br />
}}<br />
{{Spell<br />
|Name = Tomb of Stone<br />
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.<br />
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.<br />
|Succ = The rocks are extremely firm and can not be broken free from early.<br />
|RedLines = To use this spell out of combat, an LM has to supervise. Players trapped inside the rock tomb can not attack or be attacked.<br />
}}<br />
{{Spell<br />
|Name = Earthy Encasement<br />
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 4 meters<br />
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. <br />
<br />
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.<br />
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.<br />
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.<br />
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).<br />
<br />
The victim's allies can attempt to dig them out by spending their own action.<br />
}}<br />
{{Spell<br />
|Name = Seismic Spikes<br />
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 8 meters<br />
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.<br />
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.<br />
|Succ = The targets hit by the spell cannot move for 1 round.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Cold Forge<br />
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.<br />
<br />
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.<br />
<br />
1-6 = Iron<br />
7-9 = Steel<br />
10 = Damascus Steel<br />
<br />
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.<br />
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.<br />
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.<br />
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.<br />
}}<br />
{{Spell<br />
|Name = Spirit of Kor<br />
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 30 meters<br />
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:<br />
<br />
25 HP, 6 meters movement.<br />
<br />
+3 on attack rolls.<br />
+5 on defense rolls.<br />
<br />
It can choose from 3 abilities each round.<br />
<br />
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.<br />
<br />
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.<br />
<br />
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.<br />
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.<br />
|Succ = The spirit has an additional 10 HP.<br />
|RedLines = Only one of these spirits may exist at once.<br />
<br />
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Petromancy<br />
|Spells = <br />
{{Spell<br />
|Name = Pillar of Stone<br />
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 10 meters - 18 meters as projectile<br />
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.<br />
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.<br />
|Succ = The maximum size, instead, is doubled<br />
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.<br />
}}<br />
{{Spell<br />
|Name = Petrifying Hands<br />
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The user briefly touches something and turns it into solid rock.<br />
<br />
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.<br />
<br />
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.<br />
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.<br />
|Succ = The spell lasts for D2+2 rounds.<br />
|RedLines = You cannot fully petrify other players.<br />
}}<br />
{{Spell<br />
|Name = Craftman's Friends<br />
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.<br />
|Level = 2<br />
|Casting = 18<br />
|Range = Selfcast<br />
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.<br />
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.<br />
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.<br />
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.<br />
<br />
Moreover, the caster cannot cast any spells while in this golem.<br />
}}<br />
{{Spell<br />
|Name = Circle of Stone<br />
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 20 blocks<br />
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.<br />
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.<br />
<br />
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.<br />
|Succ = The circle of stones stays up for 5 rounds instead of 3.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Geotic Grasp<br />
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds<br />
|Fail = The spell fails, and nothing happens.<br />
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.<br />
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.<br />
The targets can still move everything but their legs.<br />
}}<br />
{{Spell<br />
|Name = Mineral Dome<br />
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = 7 meters<br />
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. <br />
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.<br />
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.<br />
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.<br />
|RedLines = N/A<br />
}}<br />
{{Spell<br />
|Name = Stones of Anguish<br />
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 10 blocks<br />
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.<br />
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.<br />
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. <br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Voice of the Mountain<br />
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 15 meters<br />
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.<br />
<br />
All enemies in the area receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.<br />
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.<br />
|Succ = The duration of the spell is D2+2 rounds instead.<br />
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Eden's Wrath<br />
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 25 meters<br />
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. <br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Casting this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Biomancy<br />
|Spells = <br />
{{Spell<br />
|Name = Living Soil<br />
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 15 meters<br />
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.<br />
|Fail = The soil dies immediately, and nothing happens.<br />
|Succ = The target may heal up to 2D2.<br />
|RedLines = The spell cannot heal multiple people.<br />
}}<br />
{{Spell<br />
|Name = Blinding Spores<br />
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.<br />
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.<br />
|Succ = The spores are incredibly effective, blinding the target for an extra round.<br />
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.<br />
}}<br />
{{Spell<br />
|Name = Strangle Roots<br />
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.<br />
|Level = 2<br />
|Casting = 12<br />
|Range = 20 meters<br />
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.<br />
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.<br />
|Succ = The roots start to strangle the target, dealing D2 damage.<br />
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.<br />
}}<br />
{{Spell<br />
|Name = Animal Control<br />
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.<br />
|Level = 3<br />
|Casting = 14<br />
|Range = Touch<br />
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.<br />
<br />
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.<br />
<br />
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:<br />
<br />
HP: 4<br />
Str: 0, Def: -1, Agi: +2, Int: Unusable<br />
Attacks: 2, each dealing D2 damage.<br />
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.<br />
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.<br />
|RedLines = This spell only works on common - rare mobs.<br />
}}<br />
{{Spell<br />
|Name = Rose Vines<br />
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.<br />
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.<br />
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.<br />
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.<br />
}}<br />
{{Spell<br />
|Name = Healing Blossom<br />
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.<br />
|Level = 4<br />
|Casting = 14<br />
|Range = 10 meters<br />
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.<br />
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.<br />
|Succ = All targets are healed for the full 2 HP.<br />
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.<br />
}}<br />
{{Spell<br />
|Name = Gnarling Swarm<br />
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.<br />
|Level = 4<br />
|Casting = 16<br />
|Range = 20 meters<br />
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.<br />
<br />
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.<br />
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.<br />
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.<br />
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.<br />
}}<br />
{{Spell<br />
|Name = Kor’s Expansion<br />
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.<br />
<br />
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.<br />
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell<br />
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.<br />
|RedLines = Players hit by the attack will be thrown out of the radius.<br />
<br />
This spell can only be used when a loremaster/event team member supervises.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilities ==<br />
<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Earthly Awareness<br />
|Desc = The caster has reached a new milestone, where the earth can be read like a book.<br />
|Range = 30 meters<br />
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.<br />
|RedLines = This spell is always active. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Calming Aura (Biomancy only)<br />
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.<br />
|Range = 10 meters<br />
|Effect = The caster heals up to 3 targets within range for D2 HP.<br />
|RedLines = The caster may also heal themselves.<br />
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Crystalline Hands (Petromancy only)<br />
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.<br />
|Range = Self<br />
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.<br />
|RedLines = The intelligence boost of this ability has a 4 round cooldown.<br />
}}<br />
|<br />
}}<br />
<br />
<br />
<hr><br />
<br />
<br />
{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrighttps://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&diff=4994Aeromancy2023-10-21T17:58:56Z<p>Foodrig: </p>
<hr />
<div>{{MagicType<br />
| Name = Aeromancy<br />
| Image = AeromancyPNG.png<br />
| Class = Elemental Magic<br />
| Source = Aether, the realm of the nine Winds<br />
| Cast = Catalyst - Opal Gem<br />
| Paths = Lunarmancy '''·''' Tempestacy<br />
}}<br />
<br />
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.<br />
<br />
<br />
== History ==<br />
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. <br />
<br />
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.<br />
<br />
<br />
== Learning and Teaching ==<br />
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.<br />
<br />
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.<br />
<br />
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.<br />
{| class="wikitable"<br />
|-<br />
|'''Level Increase'''<br />
|'''Required Sessions'''<br />
|'''Req .Session Length'''<br />
|-<br />
| rowspan="1" |Lvl 0 to Lvl 1<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 1 to Lvl 2<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 2 to Lvl 3<br />
|4 Sessions<br />
| 60 Minutes. Proof in lore ticket.<br />
|-<br />
| rowspan="1" |Lvl 3 to Lvl 4<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 3 times.<br />
|-<br />
| rowspan="1" |Lvl 4 to Lvl 5<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 4 times.<br />
|-<br />
| rowspan="1" |Lvl 5 to Lvl 6<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|-<br />
| rowspan="1" |Lvl 6 to Lvl 7<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 6 times.<br />
|-<br />
| rowspan="1" |Lvl 7 to Lvl 8<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 8 times.<br />
|-<br />
| rowspan="1" |Lvl 8 to Lvl 9<br />
| colspan="2" |Self-study. Show proof of self-study in lore ticket 10 times.<br />
|-<br />
| rowspan="1" |Lvl 9 to Lvl 10<br />
|1 Session<br />
|Event at Hallowed Grounds<br />
|}<br />
<br />
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.<br />
<br />
Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.<br />
== Progression - Aeromancy ==<br />
<br />
===Base Spell Progression===<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 1 - Novice<br />
|2 lvl 1 spells.<br />
| No spellcasting bonuses.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 2 - Spellweaver<br />
|3 lvl 1 spells.<br />
| +1 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 3 - Sorcerer<br />
|4 lvl 1 spells, 2 lvl 2 spells.<br />
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 4 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells<br />
| +1 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 5 - Aether Seer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.<br />
| +2 spellcasting bonus. The caster can now choose a path.<br />
|}<br />
<br />
=== Progression - Tempestacy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Tempest Explorer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 8 - Storm Mage<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 9 - magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
|-<br />
| rowspan="1" |Lvl 10 - Tempest Tamer<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
=== Progression - Lunarmancy ===<br />
<br />
{| class="wikitable"<br />
|-<br />
|'''Level'''<br />
|'''Unlocked Spells'''<br />
|'''Abilities/Bonuses'''<br />
|-<br />
| rowspan="1" |Lvl 6 - Moonlit Student<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 7 - Spellweaver<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell<br />
| +2 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 8 - Lunarmancer<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells<br />
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability<br />
|-<br />
| rowspan="1" |Lvl 9 - Magus<br />
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell<br />
| +3 spellcasting bonus.<br />
|-<br />
| rowspan="1" |Lvl 10 - Lunaris<br />
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells<br />
| +4 spellcasting bonus.<br />
|}<br />
<br />
== Limitations ==<br />
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.<br />
<br />
== Bodily Changes ==<br />
<br />
=== Tempestacy ===<br />
<br />
==== Mandatory ====<br />
Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.<br />
<br />
==== Optional ====<br />
Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.<br />
<br />
<br />
They are also more energetic, but sometimes also very impulsive.<br />
<br />
=== Lunarmancy ===<br />
<br />
==== Mandatory ====<br />
The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.<br />
<br />
==== Optional ====<br />
By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.<br />
<br />
<br />
A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.<br />
<br />
<br />
== Spells ==<br />
{{MagicPathSpellOverview<br />
|Path = Base<br />
|Spells = <br />
{{Spell<br />
|Name = Wind Blast<br />
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = 20 meters<br />
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.<br />
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.<br />
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.<br />
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. <br />
}}<br />
{{Spell<br />
|Name = Wind Shear<br />
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables<br />
|Level = 1<br />
|Casting = 12<br />
|Range = 12 meters<br />
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.<br />
<br />
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.<br />
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.<br />
|Succ = The full amount of knives is summoned.<br />
|RedLines = Only 2 knives may target a single enemy simultaneously.<br />
}}<br />
{{Spell<br />
|Name = Head Wind<br />
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = 20 meters<br />
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. <br />
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.<br />
|Succ = The effect is strengthened and adds 3 meters instead of 2.<br />
|RedLines = The caster has to emote in their casting emote who is affected by the spell. <br />
}}<br />
{{Spell<br />
|Name = Wind familiar<br />
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.<br />
|Level = 1<br />
|Casting = 9<br />
|Range = Selfcast<br />
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. <br />
|Fail = The familiar doesn’t show up.<br />
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.<br />
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.<br />
}}<br />
{{Spell<br />
|Name = Wind Tunnel<br />
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.<br />
|Level = 2<br />
|Casting = 13<br />
|Range = 10 meters<br />
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.<br />
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.<br />
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. <br />
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. <br />
}}<br />
{{Spell<br />
|Name = Cyclone Sphere<br />
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.<br />
|Level = 2<br />
|Casting = 9<br />
|Range = 3 meters<br />
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.<br />
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.<br />
|Succ = The spell lasts for the maximum amount of rounds.<br />
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.<br />
}}<br />
{{Spell<br />
|Name = Wind Bound<br />
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 10 blocks<br />
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.<br />
<br />
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.<br />
<br />
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.<br />
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.<br />
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.<br />
|RedLines = The caster cannot cast any other spells if this spell is still active.<br />
}}<br />
{{Spell<br />
|Name = Guiding Winds<br />
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 15 meters<br />
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:<br />
<br />
# Forward Gust: Double the range of the missile attack.<br />
<br />
# Downward Gust: The damage of the missile attack is +2 if successful.<br />
<br />
#Guiding Gust: Increase attack rolls for the projectile by 2<br />
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.<br />
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.<br />
|RedLines = This spell cannot be used on magical projectiles.<br />
}}<br />
{{Spell<br />
|Name = Aero Whip<br />
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.<br />
<br />
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.<br />
<br />
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.<br />
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.<br />
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.<br />
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.<br />
}}<br />
{{Spell<br />
|Name = Aether Palm<br />
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:<br />
<br />
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.<br />
<br />
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.<br />
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.<br />
|Succ = The hand does full damage.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Apex Tornado<br />
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = Selfcast<br />
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.<br />
<br />
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.<br />
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.<br />
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.<br />
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Lunarmancy<br />
|Spells = <br />
{{Spell<br />
|Name = Darkness<br />
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.<br />
|Level = 1<br />
|Casting = 13<br />
|Range = 20 meters<br />
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.<br />
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.<br />
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.<br />
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.<br />
}}<br />
{{Spell<br />
|Name = Moonlight<br />
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. <br />
|Level = 1<br />
|Casting = 8<br />
|Range = 15 meters<br />
|Damage = Before casting, the caster must choose between two effects:<br />
<br />
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.<br />
<br />
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.<br />
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.<br />
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.<br />
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. <br />
}}<br />
{{Spell<br />
|Name = Moonlit Veil<br />
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.<br />
|Level = 2<br />
|Casting = 14<br />
|Range = 5 meters<br />
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.<br />
<br />
The spell stays active for D3+3 rounds and will then automatically crumble.<br />
<br />
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.<br />
|Fail = The spell will fail, causing the veil to fall apart.<br />
|Succ = The spell stays for the maximum amount of time.<br />
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.<br />
}}<br />
{{Spell<br />
|Name = Judgement<br />
|Desc = Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.<br />
|Level = 2<br />
|Casting = 15<br />
|Range = 20 meters<br />
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.<br />
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.<br />
|Succ = The spell is empowered and deals D3+2 damage instead.<br />
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.<br />
}}<br />
{{Spell<br />
|Name = Dream Touch<br />
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.<br />
|Level = 3<br />
|Casting = 16<br />
|Range = Touch<br />
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:<br />
<br />
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.<br />
<br />
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.<br />
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.<br />
|Succ = The spell will heal or damage by 2 rather than D2.<br />
|RedLines = You cannot check someone's memories using this spell.<br />
}}<br />
{{Spell<br />
|Name = Crescent Slash<br />
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies. <br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.<br />
<br />
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.<br />
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.<br />
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Hallowed Grounds<br />
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 10 meters<br />
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.<br />
<br />
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.<br />
<br />
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.<br />
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.<br />
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.<br />
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. <br />
<br />
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.<br />
}}<br />
{{Spell<br />
|Name = Lunar Doppelganger<br />
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = Selfcast<br />
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.<br />
<br />
The doppelgangers dissolve after 3 rounds.<br />
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.<br />
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.<br />
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.<br />
}}<br />
{{Spell<br />
|Name = Wrath of the Moon<br />
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 20 meters<br />
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.<br />
<br />
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.<br />
<br />
If the target is a living being: D5+3 Damage<br />
<br />
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.<br />
<br />
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = The caster summons the max amount of shards.<br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
<br />
A player target can only be hit by 1 shard.<br />
}}<br />
}}<br />
{{MagicPathSpellOverview<br />
|Path = Tempestacy<br />
|Spells = <br />
{{Spell<br />
|Name = Spark<br />
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.<br />
|Level = 1<br />
|Casting = 10<br />
|Range = Touch<br />
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.<br />
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.<br />
|Succ = The target is stunned for the maximum amount of time.<br />
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.<br />
}}<br />
{{Spell<br />
|Name = Storm Armor<br />
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.<br />
|Level = 2<br />
|Casting = 10<br />
|Range = Self<br />
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.<br />
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.<br />
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.<br />
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.<br />
}}<br />
{{Spell<br />
|Name = Thunder Cloud Prison<br />
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.<br />
|Level = 2<br />
|Casting = 16<br />
|Range = 10 meters<br />
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.<br />
<br />
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.<br />
<br />
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.<br />
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.<br />
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.<br />
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.<br />
}}<br />
{{Spell<br />
|Name = Lightning Strike<br />
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.<br />
|Level = 3<br />
|Casting = 12<br />
|Range = 10 meters<br />
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.<br />
<br />
1 = The attack will shock the target for one round, making them unable to attack on their next turn.<br />
<br />
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.<br />
<br />
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.<br />
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.<br />
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.<br />
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.<br />
}}<br />
{{Spell<br />
|Name = Tempest Form<br />
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.<br />
|Level = 3<br />
|Casting = 15<br />
|Range = Selfcest<br />
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.<br />
<br />
These effects last for 2D2 rounds.<br />
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.<br />
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Thunderous Roar<br />
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.<br />
|Level = 4<br />
|Casting = 15<br />
|Range = 15 meters<br />
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.<br />
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.<br />
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.<br />
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.<br />
}}<br />
{{Spell<br />
|Name = Chain Lightning<br />
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.<br />
|Level = 4<br />
|Casting = 18<br />
|Range = 15 meters<br />
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.<br />
<br />
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.<br />
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.<br />
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.<br />
|RedLines = -<br />
}}<br />
{{Spell<br />
|Name = Calling of the Storm<br />
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.<br />
|Level = 5<br />
|Casting = 20<br />
|Range = 25 meters<br />
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.<br />
<br />
The mage can move freely anywhere within this area during their movement turn.<br />
<br />
Any players on horseback are knocked off their horses instantly.<br />
<br />
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.<br />
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.<br />
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.<br />
|RedLines = This spell can only be used when supervised by a loremaster/event team member.<br />
<br />
Attempting to cast this spell can only be done once per OOC week.<br />
}}<br />
}}<br />
<br />
== Additional Abilites ==<br />
<br />
{{Container<br />
|<br />
|Fill =<br />
{{MagicAbility<br />
|Name = Cloud<br />
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. <br />
|Range = Selfcast<br />
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.<br />
|RedLines = The healing effect is not applicable in combat. <br />
<br />
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. <br />
<br />
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Lightning Reflexes (Tempestacy Only)<br />
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.<br />
|Range = Self<br />
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.<br />
|RedLines = This is a passive ability, not an active one. <br />
}}<br />
<br />
{{MagicAbility<br />
|Name = Cleansing Aura (Lunarmancy Only)<br />
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. <br />
|Range = 15 meters<br />
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.<br />
<br />
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.<br />
|RedLines = The blinding effect of this ability has a 2 round cooldown.<br />
}}<br />
|<br />
}}<br />
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{{Navtable_Magic|class="mw-collapsible"}}</div>Foodrig