Geomancy: Difference between revisions

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(Loremaster ingame duties have been transferred over to gamemasters)
m (Changed 'Pillar of Stone' casting value from 10 to 12 as per the ingame plugin.)
 
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|Casting = 15
|Casting = 15
|Range = 3 meters
|Range = 3 meters
|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.
|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.  
|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 at the start of enemy turns within range.
|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 armour. No other spells can be cast while this spell is active, the caster can cancel this spell whenever without using an action.  
}}
}}
{{Spell
{{Spell
|Name = Crystal shard
|Name = Crystal Shard
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.
|Desc = The casters focus on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.
|Level = 1
|Level = 1
|Casting = 10
|Casting = 10
|Range = 10 meters
|Range = 10 meters
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.
|Damage = If the caster casts the spell successfully, the crystal shard does d2+2 damage to the one single enemy it hits.
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.
|Fail = The spell fails and a pebble comes out of the tear instead, doing nothing.
|Succ = The shard is extra sharp and does maximum damage.
|Succ = The shard is extra sharp and does 2d2+2 instead.
|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.  
|RedLines = The crystal shard gets shot out of a tear towards a target to hit it. This target could be whatever.  
}}
}}
{{Spell
{{Spell
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|Casting = 15
|Casting = 15
|Range = Touch
|Range = Touch
|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.
|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. For example, heated metal can’t be repaired while hot.
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.  
|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 5x5x5.
|Succ = The repaired area grows to a cube of 10x10x10.
|RedLines = 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.
|RedLines = 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.
}}
}}
{{Spell
{{Spell
|Name = Rock Spike
|Name = Rock Spike
|Desc = Summon a spike of rocks that harms those standing on top of it.
|Desc = Summon a spike of rocks that protrudes the ground and damages the unknowing.
|Level = 1
|Level = 1
|Casting = 10
|Casting = 10
|Range = 15 meters
|Range = 15 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.
|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.
|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. The spike becomes 2x2x4 and does full damage.
|Succ = 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.  
|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. 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.
 
The spell can not hurt the caster.
}}
}}
{{Spell
{{Spell
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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 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.
|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.
|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 in the back of the head, causing the spell to fail.
|Succ = The stones gain extra momentum and can reach up to 15m
|Succ = The stones gain extra momentum and can reach up to 15m
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.
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|Level = 2
|Level = 2
|Casting = 10
|Casting = 10
|Range = 20m
|Range = 15m
|Damage = One of the following effects will take place;
|Damage = One of the following effects will take place;


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.  
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.
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.


|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 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.  
|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 stays for 6 rounds. This effect does not work on consumable tools such as lockpicks.  
|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.  
|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.  
}}
}}
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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 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.
|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 indefinitely until the caster chooses to end the effects or until this spell is cast again.
The armor lasts for 4 turns if not destroyed or washed away.  
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage.  
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage.  
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.
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|Casting = 12
|Casting = 12
|Range = 15 meters
|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 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.
|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.  
|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.
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and trapping them for 1 round.
|Succ = The rocks are extremely firm and can not be broken free from early.
|Succ = The rocks are extremely firm and the target is stuck for 2 rounds, taking 1 damage at the start of each round.  
|RedLines = To use this spell out of combat, a Gamemaster has to supervise. Players trapped inside the rock tomb can not attack or be attacked.
|RedLines = 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.  
}}
}}
{{Spell
{{Spell
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|Casting = 12
|Casting = 12
|Range = 4 meters
|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.  
|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 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.
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.
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.
|Succ = The earth presses onto the victim harder, the player now has to roll at least an 17 or higher to escape.
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).
|RedLines = 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.  
 
The victim's allies can attempt to dig them out by spending their own action.
}}
}}
{{Spell
{{Spell
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|Casting = 15
|Casting = 15
|Range = 8 meters
|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 8x5 area. Everyone hit within this area takes D2+1 damage.
|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.
|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 have their feet pierced and cannot move for 1 round.
|RedLines = -
|RedLines = -
}}
}}
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The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.


1-6 = Iron
1-5 = Iron. Giving +1 to attacks using a strength roll.
7-9 = Steel
6-8 = Steel. Giving a +2 to attacks using a strength roll.
10 = Damascus Steel
9-10 = Damascus Steel. Giving a +3 to attacks using a strength roll.


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.
These weapons are not permanent and disappear after the battle has ended or the caster strays too far from the tear.  
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.
|Fail = The caster fails to create any weapon, and is too exhausted to move their next turn.  
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.
|Succ = The caster rolls a D11 instead, where 11 = Adamantium. Giving a +4 to attacks using strength rolls.  
|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 Gamemaster must be present for the creation to approve the weapon.
|RedLines = 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.  
}}
}}
{{Spell
{{Spell
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|Casting = 20
|Casting = 20
|Range = 30 meters
|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'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 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:


25 HP, 6 meters movement.
30 HP, 8 meters movement.


+3 on attack rolls.
+3 on attack rolls.
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Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.
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 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.
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.
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.
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|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.
|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.
|Level = 1
|Level = 1
|Casting = 10
|Casting = 12
|Range = 10 meters - 18 meters as projectile
|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.
|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.
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|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.
|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.
|Range = 10 meters
|Range = 10 meters
|Effect = The caster heals up to 3 targets within range for D2 HP.
|Effect = The caster heals up to 3 targets within range for 1 HP for 3 turns.  
|RedLines = The caster may also heal themselves.
|RedLines = 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.  
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.  
}}
}}

Latest revision as of 12:13, 11 March 2024

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

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 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
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None