Geomancy

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Geomancy
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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 two 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 - Novice Liquify No spellcasting bonuses.
Lvl 2 - Spellweaver Liquify +1 spellcasting bonus
Lvl 3 - Warlock Liquify, Earthy Encasement +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.
Lvl 4 - Magus Liquify, Earthy Encasement, Crystal Veil +1 spellcasting bonus
Lvl 5 - Envoy of Kor Liquify, Earthy Encasement, Crystal Veil +2 spellcasting bonus. The caster can now choose a path.

Progression - Petromancy

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - [Name] Pillar of Stone +2 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 +3 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 +3 spellcasting bonus
Lvl 5 - [Name] Pillar of Stone, Geotic Grasp, The Voice of the Mountain, Craftman's Friends, Eden's Wrath +4 spellcasting bonus

Progression - Biomancy

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - [Name] Living Soil +2 spellcasting bonus
Lvl 2 - [Name] Living Soil, Strangle Roots +3 spellcasting bonus
Lvl 3 - [Name] Living Soil, Strangle Roots, Healing Blossom +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.
Lvl 4 - [Name] Living Soil, Strangle Roots, Healing Blossom, Gnarling Swarm +3 spellcasting bonus
Lvl 5 - [Name] Living Soil, Strangle Roots, Healing Blossom, Gnarling Swarm, Kor's Expansion +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

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 (20 Meters when Attack)
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.


Earthy Encasement
This spell, very popular among geomancers, has a simple and yet effective way of working. The caster summons the might of the soil to move the very earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in earth.
Casting Value 12
Range 4 Meters
Damage / Effect Upon performing the spell, a ca. 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. When trying to dig out, the target rolls D20 against the caster's effectiveness roll.

Critical Failure The spell gets out of control and missfires so that both the caster and the victim get buried.
Critical Success The earth presses onto the victim harder, dealing D2 damage per round.
Red Lines The target must stand on earth. The spell only works on roads when they're purely path or earth-like blocks.


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 15
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.


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 12
Range 10 Meters (18 Meters when thrown)
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 D3 turns
Critical Failure The spell fails and nothing happens.
Critical Success The regular effects of the spell activates, but the effects are strengthened. The target cannot move for D4 turns.
Red Lines This spell only works if there is a rocky or earthy ground beneath the enemy.

The targets can still move everything but their legs.


The Voice of the Mountain
The caster commutes with the spirits of Kor, their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.
Casting Value 16
Range 15 Blocks
Damage / Effect The enemy who fail to defend against this spell are filled with fear and don't dare to advance on the caster.

Add -2 to all attack rolls for enemy players within range for D3 turns. On top of that, their movement is halved for the duration of the spell. Any mages cought by this spell have a -3 to all their casting rolls for the duration of this spell.

Critical Failure The caster directs the sound at their allies as well as their enemies. Everyone within range is hit with the effect.
Critical Success The duration of the spell is D4 turns instead of D3
Red Lines Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining duration of the spell.


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 18
Range Selfcast
Damage / Effect The caster needs to roll a D8 to determine how many hits the golem can take until it will fall apart. While encased by the golem the mage will move at a third of their normal speed, but will gain +1 on strength rolls while in this form.
Critical Failure The golem will crumble apart after one hit.
Critical Success The caster needs to roll a D10 instead of a D8 to determine how many hits the golem can survive. Their movement speed stays the same as before, but they will gain +2 on strength rolls 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.

Moreover the caster is unable to cast any spells while in this golem.


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.



Spells - Biomancy

Living Soil
The caster summons forth a small circle of life magic on the soil, bright flowers and grasses sprout all over the area and allowing anyone who stands within it to heal their wounds magically.
Casting Value 10
Range Selfcast
Damage / Effect The caster can choose themselves or one target of choice and heal up to D3 HP.
Critical Failure The soil dies immediately and nothing happens.
Critical Success The target may heal up to D5 HP.
Red Lines The spell cannot heal multiple people.


Strangle Roots
The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.
Casting Value 12
Range 20 Blocks
Damage / Effect The caster selects a piece of land in a 3x3 radius fully within range and anyone standing within it cannot move for D3 turns.
Critical Failure The roots die the moment they reach the surface. Nothing happens.
Critical Success The roots start to strangle the target, dealing D2 damage.
Red Lines Players stuck within the roots cannot use ranged attacks on anything but the roots themselves. Stepping into the roots while the spell is active stuns the player stepping in for the remaining duration of the spell.


Healing Blossom
The casters calls forth a whirlwind of pink blossom from their tear, as they touch the the wounded around the caster, their wounds start to heal.
Casting Value 14
Range 10 Blocks
Damage / Effect The caster may select D4 targets in range and heal D3 HP of each of them
Critical Failure The blossom dies the moment it leaves the tear. Nothing happens.
Critical Success Heal up to D4 HP instead of D3.
Red Lines Only players and pets can be targeted with this spell.


Gnarling Swarm
The caster summons a colourful swarm of elemental insects. They eat away at anything they touch during their flight.
Casting Value 16
Range 20 Blocks
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 swarm does D6 damage to any player target it hits and can damage wooden structures.

Critical Failure The insects die the moment they leave the tear. Nothing happens.
Critical Success The swarm is bigger than expected, the spell goes on for 25 blocks and is 5 blocks wide.
Red Lines This spell can only be used under Loremaster supervision if the player wishes to damage a structure.


Kor's Expansion
The caster reaches into the tear and out comes a small acorn. The caster then shoots that acorn away into the ground and a massive magical tree begins to grow where the acorn lands.
Casting Value 20
Range 50 Blocks
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.

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.

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 The tree grows hives of magical wasps, protecting it from easy destruction. The tree cannot be set on fire.
Red Lines 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.


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 an area of 30 by 30 blocks 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 rolling disadvantage on their first attack.


Crystalline Hands (Petromancers only)
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.


Calming Aura (Biomancers only)
The caster has come at peace with the surrounding nature, as they can feel it helping themselves and others around them. The caster passively heals those around them and himself. A maximum of 3 targets of the caster's choice within a 10 block area of the mage will heal 1 HP every turn. This also includes the mage themselves. Outside of CRP, this aura can only heal small cuts and bruises, and will leave any bigger wounds alone.


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