User:Ninjoh

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Geomancy Spells

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.
Level 1
Casting Value 15
Range 3 meters
Damage 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 armour.
Mending
The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.
Level 1
Casting Value 15
Range Touch
Damage The caster targets up to a 2x2x2 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it back to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.

Any material can be repaired as long as it is able to be touched safely. For example, heated metal can’t be repaired while it’s still hot.

Critical Failure The selected area crumbles even further and completely breaks. It’s unable to be repaired by this spell again.
Critical Success The area that is repaired grows to a cube of 3x3x3.
Red Lines A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.
Rock Spike
Summon forth a spike of rocks that harms those that stand on top of it.
Level 1
Casting Value 10
Range 15 meters
Damage The caster creates a 1x1x2 spike that protrudes out of the ground. The caster rolls D3 damage when successful and the target is knocked back 2 meters.
Critical Failure The caster fails to manipulate the earth to his whims and nothing happens.
Critical Success The caster masterfully manipulates the terrain and the spike becomes 2x2x4 and does full damage.
Red Lines This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava or mid-air.


The spell can not hurt the caster.

Korstone Pebbles
The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.
Level 1
Casting Value 9
Range 10 meters
Damage The caster summons pebbles from Kor to shoot out in a wide range, the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 3x10 area has to roll defence or gets hit. When the spell hits it does D2 damage.
Critical Failure The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.
Critical Success The stones gain extra momentum and are able to reach up to 15m
Red Lines The caster needs a line of sight to the enemy to hit them with this spell.
Liquify
The caster holds a bar of the wanted metal, as light shines where they touch. The user tears its 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 uses it as a projectile and fire it off at an enemy.
Level 2
Casting Value 10
Range 20 meters
Damage 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 (3 hours OOCly) until they can create another lockpick.