Geomancy: Difference between revisions

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== Progression - [Magic Type] ==
== Progression - Geomancy ==


===Base Spell Progression===
===Base Spell Progression===
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=== Progression - [Path] ===
=== Progression - Petromancy ===


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=== Progression - [Path] ===
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Revision as of 16:52, 5 February 2022

Geomancy
Missing.png
Classification Elemental Magic
Energy Source Kor
Casting Method Catalyst - Amethyst Gemstone

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] [Spells] +0
Lvl 2 - [Name] [Spells] +1
Lvl 3 - [Name] [Spells] +1
Lvl 4 - [Name] [Spells] +2
Lvl 5 - [Name] [Spells] +3 The caster can now choose a path.

Progression - Petromancy

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

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

Liquify
The caster holds a bar of the wanted metal, as a light shines where they touch. The user tears it’s very structure apart, creating a now liquid, floating ball of metal 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 use it as a projectile, and fire it off at an enemy.
Casting Value 10
Range Selfcast
Damage / Effect One of the following effects will take place;

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 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.

Critical Failure The light that started to shine, fades away before the caster’s very eyes. The magic they had gathered was not strong enough, sadly.
Critical Success 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.
Red Lines If used to create a lockpick the mage needs to wait one IC day (3hours OOCly) until they can create another lockpick.


Crystal Veil
Upon utilizing the nearby minerals the caster is capable of summoning a ring of floating crystal shards around themselves. The shards are commonly known to resemble crystals, such as amethysts, emeralds and even more. While active the shards are spinning around the caster, cutting and wounding everyone in close proximity.
Casting Value 14
Range 3 Meters
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. At the same time the caster is capable of blocking D3 damage while this spell is active.
Critical Failure The crystals will not deal any damage and simply fall apart, turning into crystal dust.
Critical Success The summoned crystals are becoming sharper and more stable, dealing +2 damage to each enemy per one of their emotes until the crystals vanish.
Red Lines Any summoned material will vanish after the cast ends. They can’t be sold or used to create weapons or armor.


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


Spells - Petromancy

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 around. They create a pillar of stone, as the rocks slide over each other bit by bit, a pillar of great heights is created, beautiful to say the least.
Casting Value 10
Range 10 Meters
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. 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.
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 of being doubled by their spellcaster level, is tripled instead.
Red Lines 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.


Geotic Grasp
The caster sees the earth’s tear, guiding them through its persistent nature, as the user starts to encapsulate the opponents footing. They do this with whatever is closest to the ground, and eliminate the opponents movement completely. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.
Casting Value 12
Range 15 Meters
Damage / Effect The spellcasters level amount of people have their movement completely taken away. They cannot move for 5 rounds, minus their strength modifier.
Critical Failure Only 1 person gets ridden of their mobility, though it does have the same effects as normal.
Critical Success The regular effects of the spell activates, but the effects are strengthened. The targets entire body gets ridden of their actions for 2 turns, after which the struggle takes away this effect. The spell then resumes as it regularly would.
Red Lines This spell only works if there is a rocky or earthy ground beneath the enemy.


Craftsman’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 statue-like puppet. The mage does this by clapping their hands together and placing them afterwards on the ground, causing a 8 feet 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 a form of armor instead.
Casting Value 12
Range Selfcast
Damage / Effect The caster needs to roll a D20 to determine how many hits the golem can take until it will fall apart. While encased by the golem the mage will move at ¾ of their normal speed, but will deal +2 attack/strength damage while in this form.
Critical Failure The golem will crumble apart after one hit.
Critical Success The caster needs to roll a D30 instead of a D20 to determine how many hits the golem can survive. Their movement speed stays the same as before, but they will deal +3 attack/strength damage instead.
Red Lines The golem is made out of stone and dirt, as such it can be destroyed with enough force. While the mage is encased within the golem they aren’t immune to attacks which can penetrate or move through the golem’s defence.


Eden's Wrath
The golem is made out of stone and dirt, as such it can be destroyed with enough force. While the mage is encased within the golem they aren’t immune to attacks which can penetrate or move through the golem’s defence.
Casting Value 20
Range 50 Meters
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. 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.
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 this spell it will cause D5 damage instead.
Red Lines 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.


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


Spells - Biomancy

Living Soil
Known as a utility-based ability of Geomancers, the Living Soil-Spell is creating an aura around the caster, causing plants to grow at an accelerated rate around the Mage. While such is the case the nearby plants will seemingly start to grow greenish bubbles, which, if burst, create a healing effect on most wounds, allowing the mage to heal their nearby allies.
Casting Value 12
Range 5 Meters
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 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.
Critical Failure The summoned bubbles will explode into a cloud of pollen upon contact, causing the mage and their allies to get blinded for one emote.
Critical Success Any healing caused by the spell will only need D3 emotes until completion.
Red Lines The bubbles can’t be harvested and will vanish once the spell ends. Only smaller wounds can be healed with this spell. It can’t be used to instantly heal someone and it can’t heal major wounds (Loss of limbs, hole in the chest, etc.).


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


[Spell Name]
[Description]
Casting Value [Casting Value]
Range [Range]
Damage / Effect [Effect]
Critical Failure [Event in case of Critical Failure]
Critical Success [Event in case of Critical Success]
Red Lines [Red Lines]


Additional Effects

Earthly Awareness
The caster has now reached a new milestone, where the earth can be read like a book. The caster knows who is in their nearby area, so when engaging in combat knowingly, the user goes first. If someone is sneaking up on the caster, they have disadvantage on rolling (roll twice and pick the lowest roll).


Crystalline Hands
The caster’s hands and feet start to turn into a see-through crystal, which grants the caster utmost control over their spells. These hands grant a +1 damage to a target that got punched by the user.




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