Geomancy: Difference between revisions
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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 | ||
| One of the following effects will take place; | | One of the following effects will take place; | ||
The caster creates a | |||
The caster creates a sword from the chosen metal, and gets the effects on the new weapon that metal would have. | |||
The caster creates a tool of some sort, a hammer, a saw, or a screwdriver for example. This tool will need a loremaster’s approval. | The caster creates a tool of some sort, a hammer, a saw, or a screwdriver for example. This tool will need a loremaster’s approval. | ||
The caster shoots the ball of liquid metal at their target, as it solidifies right before impact. The user deals | The caster shoots the ball of liquid metal at their target, as it solidifies right before impact. The user deals D3 damage if the target does not try to evade. | ||
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| 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%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
| | | If used to create a lockpick the mage needs to wait one IC day (3hours OOCly) until they can create another lockpick. | ||
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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 user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level times 2, while its width being 3 blocks, circular. | | 10 Blocks | ||
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 times 2, while its width being 3 blocks, circular. They can also decide to 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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| 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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| The pillar | | The pillar is created very slowly, so well, if someone is standing on it they can get off willingly without taking any damage. If thrown the pillar will travel 5 Blocks in one emote turn. | ||
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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 | ||
| Utilizing their natural connection with the very ground they walk upon, the Geomancer is capable of using this spell. To do so the caster needs to roll a | | Utilizing their natural connection with the very ground they walk upon, the Geomancer is capable of using this spell. To do so the caster needs to roll a d10 to determine for how many rounds the spell will be active for. The bubbles are capable of healing small cuts and bruises, but aren’t able to heal life-threatening wounds. The healing will take d5 emotes until complete. While in combat the mage can heal up to two health points with this spell. | ||
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| 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%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| The caster needs to roll a D5 to determine the amount of emotes until the crystals would vanish. If summoned successfully the shield will cover a three block range, dealing +1 damage to each enemy per one of their emotes until the crystals vanish. | | The caster needs to roll a D5 to determine the amount of emotes until the crystals would vanish. If summoned successfully the shield will cover a three block range, dealing +1 damage to each enemy per one of their emotes until the crystals vanish. At the same time the caster is capable of blocking D3 damage while this spell is active. | ||
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| 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%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| By opening the tear far enough the caster is capable of creating an earthquake, followed by the eruption of spikes from the ground | | By opening the tear far enough the caster is capable of creating an earthquake, followed by the eruption of spikes from the ground. To determine if a target is being hit by the spikes they will need to roll a D20. If they roll an even number they will be hit by the attack. If an enemy is being hit by this spell it will deal D4 damage to the target and stop their movement emotes for D3 turns. | ||
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| 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 | ||
| Additionally to the normal effect magma will start to spill forth from the summoned spikes. | | Additionally to the normal effect magma will start to spill forth from the summoned spikes. If hit by this spell it will cause D5 damage instead. | ||
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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 | ||
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== Additional Effects == | == Additional Effects == |
Revision as of 17:14, 10 November 2021
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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 get 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. 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.
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
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Student | Liquify | No spellcasting bonuses. |
Lvl 2 - Spellweaver | Liquify, Pillar of Stone, Geotic Grasp | The mage has a +1 spellcasting bonus. |
Lvl 3 - Wizard | Liquify, Pillar of Stone, Geotic Grasp, Living Soil | The mage has a +1 spellcasting bonus. |
Lvl 4 - Warlock | Liquify, Pillar of Stone, Geotic Grasp, Living Soil, Craftsman’s Friends | The mage has a +2 spellcasting bonus. The caster has access to the Extra Awarness Skill and to the Crystalline Hands Effect. |
Lvl 5 - Jade Guardian | Liquify, Pillar of Stone, Geotic Grasp, Living Soil, Craftsman’s Friends, Crystal Veil, Edens’s Wrath | The mage has a +3 spellcasting bonus. The caster has access to the Extra Awarness Skill and to the Crystalline Hands Effect. |
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
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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 |