Geomancy: Difference between revisions
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{{Spell | {{Spell | ||
|Name = Crystal Veil | |Name = Crystal Veil | ||
|Desc = | |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. | ||
|Level = 1 | |Level = 1 | ||
|Casting = 15 | |Casting = 15 | ||
|Range = 3 meters | |Range = 3 meters | ||
|Damage = The caster needs to roll a D5 to determine the amount of | |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. | ||
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust. | |Fail = The crystals will not deal any damage and fall apart, turning into crystal dust. | ||
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage | |Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range. | ||
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor. | |RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor. | ||
}} | }} | ||
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|Casting = 15 | |Casting = 15 | ||
|Range = Touch | |Range = Touch | ||
|Damage = The caster targets up to a | |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. | ||
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot. | Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot. | ||
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again. | |Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again. | ||
|Succ = The repaired area grows to a cube of | |Succ = The repaired area grows to a cube of 5x5x5. | ||
|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. | |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. | ||
}} | }} | ||
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|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. | |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. | ||
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens. | |Fail = The caster fails to manipulate the earth to his whims, and nothing happens. | ||
|Succ = The caster masterfully manipulates the terrain | |Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage. | ||
|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. | |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. | ||
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|Casting = 9 | |Casting = 9 | ||
|Range = 10 meters | |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 | |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. | ||
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage. | |Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage. | ||
|Succ = The stones gain extra momentum and can reach up to 15m | |Succ = The stones gain extra momentum and can reach up to 15m | ||
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|Level = 2 | |Level = 2 | ||
|Casting = 10 | |Casting = 10 | ||
|Range = | |Range = Touch | ||
|Damage = One of the following effects will take place; | |Damage = One of the following effects will take place, each requiring a different amount of iron / metal; | ||
The caster creates a sword from the chosen metal and gets the effects of the new weapon that metal would have. Only the caster can wield this. [2 ingots] | |||
The caster creates a | The caster creates a unique tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined] | ||
The caster shoots the ball of liquid metal at their target within 20m, and it solidifies right before impact. This deals D3 damage on success. [1 ingot] | |||
The caster | The caster smiths a metallic plate and secures it onto themselves, granting them a +1 to defense until they take 3 damage. The caster can only have 2 plates on themselves at a time. [1 ingot] | ||
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly. | |Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly. | ||
|Succ = The item the user has created is perfect in shape and size. They can add a +1 to any roll (except damage) they make while using this item. | |Succ = The item the user has created is perfect in shape and size. They can add a +1 to any roll (except damage) they make while using this item. If this cast was used to create lockpicks, the caster creates the maximum amount possible. | ||
|RedLines = If used to create | |RedLines = If used to create lockpicks, the mage must wait one IC day (3 hours OOCly) until they can create any more lockpicks. If the caster is holding an ingot when trying to create lockpicks, they may create 1-9 lockpicks depending on the LM's verdict. | ||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 14 | |Casting = 14 | ||
|Range = Selfcast | |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 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 | |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. | ||
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again. | The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again. | ||
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|Level = 3 | |Level = 3 | ||
|Casting = 15 | |Casting = 15 | ||
|Range = | |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 a | |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. | ||
|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. | |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. | ||
|Succ = The targets hit by the spell cannot move for 1 round. | |Succ = The targets hit by the spell cannot move for 1 round. | ||
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1-6 = Iron | 1-6 = Iron | ||
7-9 = Steel | 7-9 = Steel | ||
10 Damascus Steel | 10 = Damascus Steel | ||
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. | 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. | ||
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|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: | |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: | ||
25 HP | 25 HP, 6 meters movement. | ||
+3 on attack rolls. | +3 on attack rolls. | ||
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|Level = 2 | |Level = 2 | ||
|Casting = 16 | |Casting = 16 | ||
|Range = | |Range = Touch | ||
|Damage = The user briefly touches something and turns it into solid rock. | |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. | 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 | 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. | ||
|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 for 1 round | |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. | ||
|Succ = The spell lasts for | |Succ = The spell lasts for D2+2 rounds. | ||
|RedLines = | |RedLines = You cannot fully petrify other players. | ||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 18 | |Casting = 18 | ||
|Range = Selfcast | |Range = Selfcast | ||
|Damage = The caster needs to roll a | |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. | ||
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP. | |Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP. | ||
|Succ = The | |Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead. | ||
|RedLines = | |RedLines = 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. | Moreover, the caster cannot cast any spells while in this golem. | ||
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|Casting = 15 | |Casting = 15 | ||
|Range = 20 blocks | |Range = 20 blocks | ||
|Damage = The caster creates a circle of stone around a | |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. | ||
|Fail = A rock shoots up, shooting the caster into the air and letting them fall. | |Fail = A rock shoots up, shooting the caster into the air and letting them fall. | ||
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|Casting = 12 | |Casting = 12 | ||
|Range = 15 meters | |Range = 15 meters | ||
|Damage = The spellcaster's level amount of | |Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds | ||
|Fail = The spell fails, and nothing happens. | |Fail = The spell fails, and nothing happens. | ||
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for | |Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds. | ||
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy. | |RedLines = This spell only works if there is rocky or earthy ground beneath the enemy. | ||
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|Casting = 16 | |Casting = 16 | ||
|Range = 10 blocks | |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 | |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. | ||
|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. | |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. | ||
|Succ = the boulders stay for an additional 2 rounds. | |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. | ||
|RedLines = - | |RedLines = - | ||
}} | }} | ||
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|Level = 1 | |Level = 1 | ||
|Casting = 10 | |Casting = 10 | ||
|Range = | |Range = 15 meters | ||
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP. | |Damage = The caster can choose themselves or one target of choice and heal up to D2 HP. | ||
|Fail = The soil dies immediately, and nothing happens. | |Fail = The soil dies immediately, and nothing happens. | ||
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|Casting = 12 | |Casting = 12 | ||
|Range = 20 meters | |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 | |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. | ||
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round. | |Fail = The spores release while still in the caster's grasp, blinding them for 1 round. | ||
|Succ = The spores are incredibly effective, blinding the target for an extra round. | |Succ = The spores are incredibly effective, blinding the target for an extra round. | ||
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|Casting = 12 | |Casting = 12 | ||
|Range = 20 meters | |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 for D3 rounds. | |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. | ||
|Fail = The roots bind the caster in place for 1 round. The caster cannot | |Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration. | ||
|Succ = The roots start to strangle the target, dealing D2 damage. | |Succ = The roots start to strangle the target, dealing D2 damage. | ||
|RedLines = | |RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration. | ||
}} | }} | ||
{{Spell | {{Spell | ||
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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. | 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: | |||
|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. | |||
|Succ = The animal does not need to make a save and is automatically subdued. | HP: 4 | ||
|RedLines = | Str: 0, Def: -1, Agi: +2, Int: Unusable | ||
Attacks: 2, each dealing D2 damage. | |||
|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. | |||
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp. | |||
|RedLines = This spell only works on common - rare mobs. | |||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 16 | |Casting = 16 | ||
|Range = 10 meters | |Range = 10 meters | ||
|Damage = The caster creates a | |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. | ||
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds. | |Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds. | ||
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10. | |Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10. | ||
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|Casting = 14 | |Casting = 14 | ||
|Range = 10 meters | |Range = 10 meters | ||
|Damage = The caster may select | |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. | ||
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway. | |Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway. | ||
|Succ = All targets are healed for the full 2 HP. | |Succ = All targets are healed for the full 2 HP. | ||
|RedLines = | |RedLines = - | ||
}} | }} | ||
{{Spell | {{Spell | ||
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|Casting = 16 | |Casting = 16 | ||
|Range = 20 meters | |Range = 20 meters | ||
|Damage = The caster may draw an imaginary line of | |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. | The swarm does 2D2 damage to any player target it hits and can damage wooden structures. | ||
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|Level = 5 | |Level = 5 | ||
|Casting = 20 | |Casting = 20 | ||
|Range = | |Range = 20 meters | ||
|Damage = When the tree shoots up, it does | |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. | 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. | ||
|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 | |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 | ||
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree. | |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. | ||
|RedLines = Players hit by the attack will be thrown out of the radius. | |RedLines = Players hit by the attack will be thrown out of the radius. | ||
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{{MagicAbility | {{MagicAbility | ||
|Name = | |Name = Soul of Stone (Petromancy only) | ||
|Desc = The caster's | |Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, granting them a deeper connection to Kor. | ||
|Range = Self | |Range = Self | ||
|Effect = | |Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain a constant +1 to defense, and gain an extra +2 to Intelligence + casting rolls if they are underground or within natural earth formations. | ||
|RedLines = | |RedLines = | ||
}} | }} |
Revision as of 02:43, 31 March 2023
Geomancy | |
---|---|
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 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. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Geomancy, this is The Emerald Dusk. 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.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 1 Session | Event |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 4 Sessions | 60 Minutes |
Lvl 3 to Lvl 4 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 4 to Lvl 5 |
Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 5 to Lvl 6 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 6 to Lvl 7 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 7 to Lvl 8 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 8 to Lvl 9 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. | |
Lvl 9 to Lvl 10 | Self-study level up when The Emerald Dusk or The Amber Dawn arrives. |
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up twice every IC year during their primal season, The Emerald Dusk, or the season opposing that for Geomancy.
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.
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 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.
Spells
Base Spells
Petromancy Spells
Biomancy Spells
Additional Abilities
Earthly Awareness | |
The caster has reached a new milestone, where the earth can be read like a book. | |
Range | 30x30 meters |
Effect | The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on dodging rolls. If someone initiates CRP with the caster, they have a rolling disadvantage of -2 on their first attack. |
Red Lines |
Calming Aura (Biomancy only) | |
The caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself. | |
Range | 10x10 meters |
Effect | A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves. |
Red Lines | Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. |
Soul of Stone (Petromancy only) | |
The caster's body begins to form segments of stone and crystal as markings upon their flesh, granting them a deeper connection to Kor. | |
Range | Self |
Effect | The caster deals 2 damage with unarmed strikes instead of 1. They also gain a constant +1 to defense, and gain an extra +2 to Intelligence + casting rolls if they are underground or within natural earth formations. |
Red Lines |
Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |