Geomancy: Difference between revisions
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|- | |- | ||
| rowspan="1" |Lvl 1 - [Name] | | rowspan="1" |Lvl 1 - [Name] | ||
| | |Pillar of Stone | ||
| +3 | | +3 spellcasting bonus | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 2 - [Name] | | rowspan="1" |Lvl 2 - [Name] | ||
| | |Pillar of Stone, Geotic Grasp | ||
| +3 | | +3 spellcasting bonus | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 3 - [Name] | | rowspan="1" |Lvl 3 - [Name] | ||
| | |Pillar of Stone, Geotic Grasp, The Voice of the Mountain | ||
| +4 | | +4 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 4 - [Name] | | rowspan="1" |Lvl 4 - [Name] | ||
| | |Pillar of Stone, Geotic Grasp, The Voice of the Mountain, Craftman's Friends | ||
| +4 | | +4 spellcasting bonus | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 5 - [Name] | | rowspan="1" |Lvl 5 - [Name] | ||
| | |Pillar of Stone, Geotic Grasp, The Voice of the Mountain, Craftman's Friends, Eden's Wrath | ||
| +5 | | +5 spellcasting bonus | ||
|} | |} | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 12 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| 10 Meters | | 10 Meters (18 Meters when thrown) | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This spell only works if there is a rocky or earthy ground beneath the enemy. | | This spell only works if there is a rocky or earthy ground beneath the enemy. | ||
The targets can still move everything but their legs. | |||
|} | |} | ||
|} | |} | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 18 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 16 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The caster can choose themselves or one target of choice and heal up to | | The caster can choose themselves or one target of choice and heal up to D3 HP. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The target may heal up to | | The target may heal up to D5 HP. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| | | The spell cannot heal multiple people. | ||
|} | |} | ||
|} | |} | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 14 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | ||
| | | 17 | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The caster may draw an imaginary line of 20 blocks long and 3 blocks wide on the floor, the swarm will follow that path and eat away at anything they touch. | | The caster may draw an imaginary line of 20 blocks long and 3 blocks wide on the floor, the swarm will follow that path and eat away at anything they touch. | ||
The swarm does | The swarm does D6 damage to any player target it hits and can damage wooden structures. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The swarm is bigger than expected | | The swarm is bigger than expected, the spell goes on for 25 blocks and is 5 blocks wide. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| When the tree shoots up, it does D8 damage to everyone in a range of 15 blocks in any direction from where it lands. | | When the tree shoots up, it does D8 damage to everyone in a range of 15 blocks in any direction from where it lands. | ||
The tree itself destroys | The tree itself generally destroys what is inside it's effective radius, however a minor structure can be lifted up into the air. A bigger structure will simply collapse, or at least the parts that were hit by the spell. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The tree grows hives of magical wasps, protecting it from easy destruction. | | The tree grows hives of magical wasps, protecting it from easy destruction. The tree cannot be set on fire. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| This spell can only be used when supervised by a loremaster/event team member. | | Players hit by the attack will be thrown out of the radius. | ||
This spell can only be used when supervised by a loremaster/event team member. | |||
Attempting to cast this spell can only be done once per OOC week. | Attempting to cast this spell can only be done once per OOC week. | ||
|} | |} |
Revision as of 19:37, 14 February 2022
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Geomancy, often also referred to as Tera Magic, is an elemental magic that focuses on the manipulation of earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for a variety of 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 magic was founded by the dwarves.
History
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers using the 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 many 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 will have to go through 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.
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 4 Sessions | 60 Minutes |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 2 Sessions | 30 Minutes |
Lvl 3 to Lvl 4 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression - Geomancy
Base Spell Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | Liquify | No spellcasting bonuses. |
Lvl 2 - [Name] | Liquify | +1 spellcasting bonus |
Lvl 3 - [Name] | Liquify, Earthy Encasement | +1 spellcasting bonus |
Lvl 4 - [Name] | Liquify, Earthy Encasement, Crystal Veil | +2 spellcasting bonus |
Lvl 5 - [Name] | Liquify, Earthy Encasement, Crystal Veil | +3 spellcasting bonus. The caster can now choose a path. |
Progression - Petromancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | Pillar of Stone | +3 spellcasting bonus |
Lvl 2 - [Name] | Pillar of Stone, Geotic Grasp | +3 spellcasting bonus |
Lvl 3 - [Name] | Pillar of Stone, Geotic Grasp, The Voice of the Mountain | +4 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability. |
Lvl 4 - [Name] | Pillar of Stone, Geotic Grasp, The Voice of the Mountain, Craftman's Friends | +4 spellcasting bonus |
Lvl 5 - [Name] | Pillar of Stone, Geotic Grasp, The Voice of the Mountain, Craftman's Friends, Eden's Wrath | +5 spellcasting bonus |
Progression - Biomancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - [Name] | [Spells] | +3 |
Lvl 2 - [Name] | [Spells] | +3 |
Lvl 3 - [Name] | [Spells] | +4 |
Lvl 4 - [Name] | [Spells] | +4 |
Lvl 5 - [Name] | [Spells] | +5 |
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
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Spells - Petromancy
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Spells - Biomancy
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Additional Effects
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |