Geomancy

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Geomancy
GeomancyPNG.png
Classification Elemental Magic
Energy Source Kor, the realm of the Mountain
Casting Method Catalyst - Amerynd Crystal
Additional Paths Biomancy · Petromancy

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.


History

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.


Learning and Teaching

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.


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.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event at Hallowed Grounds
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event at Hallowed Grounds
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event at Hallowed Grounds

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.

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Geomancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus
Lvl 3 - Warlock 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus
Lvl 5 - Envoy of Kor 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. The caster can now choose a path.

Progression - Petromancy

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Petro Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Petromancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Petrosi 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Biomancy

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Biomancy Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Biomancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Biomantis 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Limitations

Most spells in this magic require a Gamemaster 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 Gamemaster Team.

Bodily Changes

Biomancy

Mandatory

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.

Optional

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.


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.

Petromancy

Mandatory

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.

Optional

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.


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.


Spells

Base Spells

Crystal Veil
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.
Level 1
Casting Value 15
Range 3 meters
Damage The caster needs to roll a d4+1 to determine the number of rounds until the crystals would vanish. If summoned successfully, the shield will cover a four-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 any remaining damage done that attack.
Critical Failure The crystals will not deal any damage and fall apart, turning into crystal dust.
Critical Success The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.
Red Lines Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armour. No other spells can be cast while this spell is active, the caster can cancel this spell whenever without using an action.
Crystal Shard
The casters focus on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.
Level 1
Casting Value 10
Range 10 meters
Damage If the caster casts the spell successfully, the crystal shard does d2+2 damage to the one single enemy it hits.
Critical Failure The spell fails and a pebble comes out of the tear instead, doing nothing.
Critical Success The shard is extra sharp and does 2d2+2 instead.
Red Lines The crystal shard gets shot out of a tear towards a target to hit it. This target could be whatever.
Mending
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.
Level 1
Casting Value 15
Range Touch
Damage The caster targets up to a 5x5x5 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.

Any material can be repaired as long as it can be touched safely and the materials for repair are in the area. For example, heated metal can’t be repaired while hot. And a fully burned wooden bridge cannot be repaired without wood present.

Critical Failure The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.
Critical Success The repaired area grows to a cube of 10x10x10.
Red Lines A Gamemaster 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.
Rock Spike
Summon a spike of rocks that protrudes the ground and damages the unknowing.
Level 1
Casting Value 10
Range 15 meters
Damage The caster creates a 2x2x3 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 3 meters, possibly disengaging them.
Critical Failure The caster fails to manipulate the earth to his whims, and nothing happens.
Critical Success The caster masterfully manipulates the terrain and creates a second spike which they can use on the same or a different enemy as the first.
Red Lines 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. Ground or stone is needed to perform it. This spell cannot be used to edit the terrain, the spike disappears after the spell ends. The spell can not hurt the caster.
Korstone Pebbles
The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.
Level 1
Casting Value 9
Range 10 meters
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 intelligence or get hit. When the spell hits, it does d3 damage.
Critical Failure The stones fly from the tear too hastily and hit the caster in the back of the head, causing the spell to fail.
Critical Success The stones gain extra momentum and can reach up to 15m
Red Lines The caster needs a line of sight to the enemy to hit them with this spell.
Liquify
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.
Level 2
Casting Value 10
Range 15m
Damage One of the following effects will take place;

In combat, the caster shoots the ball of liquid metal at their target within 15m, and it solidifies before impact. This deals 2d2 damage on success, halving the target's speed for their next turn. Or the caster makes a regular weapon or shield for 3 rounds.

Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Gamemaster supervision. [GM determined]. Intricate tools such as these can only be made once an OOC day.

Critical Failure The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.
Critical Success 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 stays for 6 rounds. This effect does not work on consumable tools such as lockpicks.
Red Lines 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.
Armored Dust
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.
Level 2
Casting Value 14
Range Selfcast
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.

The armor lasts for 4 turns if not destroyed or washed away.

Critical Failure The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage.
Critical Success The armor is even sturdiers, it can now withstands attacks up to 18 in value.
Red Lines The armor can be washed away with aquamancy projectile spells.
Tomb of Stone
Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.
Level 2
Casting Value 12
Range 15 meters
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 their next round, taking 1 damage of crushing at the start of their next round.
Critical Failure The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and trapping them for 1 round.
Critical Success The rocks are extremely firm and the target is stuck for 2 rounds, taking 1 damage at the start of each round.
Red Lines To use this spell out of combat, a Gamemaster has to supervise. Players trapped inside the rock tomb can not attack or be attacked. The same enemy cannot be trapped again for 3 rounds after escaping once before, but will still take damage if the spell is used on them again.
Earthy Encasement
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.
Level 3
Casting Value 12
Range 4 meters
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.

The target may attempt to break free by rolling a d20 intelligence. If the target rolls higher than the casting value of the caster they escape. The target always escapes when they roll 15 or higher.

Critical Failure The spell gets out of control and misfires, so both the caster and the victim get buried.
Critical Success The earth presses onto the victim harder, the player now has to roll at least an 17 or higher to escape.
Red Lines The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like). The victim's allies can attempt to dig them out by spending their own action that turn. An encasd player cannot attack or be attacked. An encased player cannot be encased again for 2 rounds after escaping.
Seismic Spikes
The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.
Level 3
Casting Value 15
Range 8 meters
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 an 8-meter-long by 5-meter-wide area. Everyone hit within this area takes 2d2 damage.
Critical Failure 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.
Critical Success The targets hit by the spell have their feet pierced and cannot move for 1 round.
Red Lines
Cold Forge
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.
Level 4
Casting Value 18
Range Selfcast
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.

The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.

1-5 = Iron. Giving +1 to attacks using a strength roll. 6-8 = Steel. Giving a +2 to attacks using a strength roll. 9-10 = Damascus Steel. Giving a +3 to attacks using a strength roll.

These weapons are not permanent and disappear after the battle has ended or the caster strays too far from the tear.
Critical Failure The caster fails to create any weapon, and is too exhausted to move their next turn.
Critical Success The caster rolls a D11 instead, where 11 = Adamantium. Giving a +4 to attacks using strength rolls.
Red Lines The caster can either make a one-handed or two-handed weapon. If a player doesn't have a weapon in their inventory they can act as if they do.
Spirit of Kor
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.
Level 5
Casting Value 20
Range 30 meters
Damage The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster sends it back 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:

30 HP, 8 meters movement.

+3 on attack rolls. +5 on defense rolls.

It can choose from 3 abilities each round.

Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.

Protect: If the golem is within 5M of the caster, 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.

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.

Critical Failure 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.
Critical Success The spirit has an additional 10 HP.
Red Lines Only one of these spirits may exist at once.

A Gamemaster must be present for the casting of this spell. This spell may only be cast once every OOC week.

Petromancy Spells

Pillar of Stone
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.
Level 1
Casting Value 12
Range 10 meters - 18 meters as projectile
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.
Critical Failure 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.
Critical Success The maximum size, instead, is doubled
Red Lines 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.
Petrifying Hands
The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.
Level 2
Casting Value 16
Range Touch
Damage The user briefly touches something and turns it into solid rock.

This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.

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.

Critical Failure 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.
Critical Success The spell lasts for D2+2 rounds.
Red Lines You cannot fully petrify other players.
Craftman's Friends
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.
Level 2
Casting Value 18
Range Selfcast
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.
Critical Failure The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.
Critical Success The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.
Red Lines While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.

Moreover, the caster cannot cast any spells while in this golem.

Circle of Stone
The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.
Level 3
Casting Value 15
Range 20 blocks
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.
Critical Failure A rock shoots up, shooting the caster into the air and letting them fall.

They make an agility roll where they need to roll higher than 10, or else they take D3 damage.

Critical Success The circle of stones stays up for 5 rounds instead of 3.
Red Lines
Geotic Grasp
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.
Level 3
Casting Value 12
Range 15 meters
Damage The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds
Critical Failure The spell fails, and nothing happens.
Critical Success The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.
Red Lines This spell only works if there is rocky or earthy ground beneath the enemy.

The targets can still move everything but their legs.

Mineral Dome
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.
Level 3
Casting Value 15
Range 7 meters
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.

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.

Critical Failure The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.
Critical Success The dome stays for the full duration (4 rounds) in and has a total of 14 HP.
Red Lines N/A
Stones of Anguish
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.
Level 4
Casting Value 16
Range 10 blocks
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.
Critical Failure 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.
Critical Success 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.
Red Lines
Voice of the Mountain
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.
Level 4
Casting Value 16
Range 15 meters
Damage The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.

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.

Critical Failure The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.
Critical Success The duration of the spell is D2+2 rounds instead.
Red Lines Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.
Eden's Wrath
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.
Level 5
Casting Value 20
Range 25 meters
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.
Critical Failure 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.
Critical Success 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.
Red Lines This spell can only be used when supervised by a Gamemaster.

Casting this spell can only be done once per OOC week.

Biomancy Spells

Living Soil
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.
Level 1
Casting Value 10
Range 15 meters
Damage The caster can choose themselves or one target of choice and heal up to D2 HP.
Critical Failure The soil dies immediately, and nothing happens.
Critical Success The target may heal up to 2D2.
Red Lines The spell cannot heal multiple people.
Blinding Spores
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.
Level 2
Casting Value 12
Range 20 meters
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.
Critical Failure The spores release while still in the caster's grasp, blinding them for 1 round.
Critical Success The spores are incredibly effective, blinding the target for an extra round.
Red Lines 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.
Strangle Roots
The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.
Level 2
Casting Value 12
Range 20 meters
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.
Critical Failure The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.
Critical Success The roots start to strangle the target, dealing D2 damage.
Red Lines Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.
Animal Control
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.
Level 3
Casting Value 14
Range Touch
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.

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.

If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:

HP: 4 Str: 0, Def: -1, Agi: +2, Int: Unusable Attacks: 2, each dealing D2 damage.

Critical Failure 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.
Critical Success The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.
Red Lines This spell only works on common - rare mobs.
Rose Vines
The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.
Level 3
Casting Value 16
Range 10 meters
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.
Critical Failure The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.
Critical Success The rose bush becomes even larger, having a range of 15 meters instead of 10.
Red Lines 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.
Healing Blossom
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.
Level 4
Casting Value 14
Range 10 meters
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.
Critical Failure The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.
Critical Success All targets are healed for the full 2 HP.
Red Lines Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.
Gnarling Swarm
The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.
Level 4
Casting Value 16
Range 20 meters
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.

The swarm does 2D2 damage to any player target it hits and can damage wooden structures.

Critical Failure The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.
Critical Success The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.
Red Lines This spell can only be used under Gamemaster supervision if the player wishes to damage a structure.
Kor’s Expansion
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.
Level 5
Casting Value 20
Range 20 meters
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.

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.

Critical Failure 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
Critical Success 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.
Red Lines Players hit by the attack will be thrown out of the radius.

This spell can only be used when a Gamemaster supervises.

Attempting to cast this spell can only be done once per OOC week.

Additional Abilities

Earthly Awareness
The caster has reached a new milestone, where the earth can be read like a book.
Range 30 meters
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.
Red Lines This spell is always active.


Calming Aura (Biomancy only)
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.
Range 10 meters
Effect The caster heals up to 3 targets within range for 1 HP for 3 turns.
Red Lines The caster may also heal themselves. This ability takes an action to activate.

Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.


Crystalline Hands (Petromancy only)
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.
Range Self
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.
Red Lines The intelligence boost of this ability has a 4 round cooldown.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Voidal Magic Hemomancy · Necromancy
Other Magic Currently None