Geomancy

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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 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.


Crystalline Hands (Petromancy only)
The caster's hands and feet start to turn into a see-through crystal, which grants the caster the utmost control over their spells.
Range Self
Effect These hands grant +1 damage to a target punched by the user.
Red Lines




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