Geomancy
Geomancy stems from the popular solid of stone, the first of many solids controlled by magic. Benefit from the rigidity and resistance that solids provide, many Geomancers find their skills with solids to be used almost anywhere. However, in the absense of solids, such as mid-ocean or high in flight, the Geomancer's power diminishes rapidly. A state of Witchcraft, Solids are controlled by a means of communication with nature itself, thus allowing a heavy degree of control. Providing the raw material for creation of objects, Geomancy allows a myriad of weapons for an arsenal or countless tools for a repetoire.
Types of Solids
Botanical (Requires 1 Skill point & 1 skill slot to master)
Communication with the Earth at its simplest level allows the Geomancer to communicated with organisms tied to the earth as well. Allowing the brief animation of botanical life is a skill that allows the Geomancer a much higher degree of combat offense or defense by allowing the trees themselves to combat with all their skills. A verdant creature animated can do wonders, with roots to entangle, vines to noose, and limbs to strike with the force of the mightiest clubs. However powerful, an animated tree is usually stationary, and can be avoided with enough range.
Growth: Creates botanical areas when used.
Stone (Requires 2 Skill points & 1 skill slot to master)
The most common solid available to Geomancers. The very foundation of the surface of the Earth, Stone is usually the first material controlled by Geomancers for its commonality. From the tinest grain of sand to the largest single boulders, Stone is usually difficult to make items of without wastefulness of other material. However, since Stone is so common and recycles through tectonic processes, Geomancers have an almost constant supply at their very feet, literally.
Durable: Stone objects have 200% Defense or Resistance, but take regular Magical damage.
Metal (Requires 4 Skill points & 1 skill slot to master)
Metals, materials of ductility, conductivity, and maleability. Used by skilled Geomancers to create items with little waste result, since metal is easily refined and contorted with Magic. However, Metal tends to require more skill and tactics when used against other elements, because it acts far differently than stone. Though it can provide a more permanent and easily used material, many metals have difficulty performing the same basic uses as stone excells with, such as shielding flames. Metals are very useful, but require a little more skill in using effectively.
Crystal (Requires 8 Skill points & 1 skill slot to master)
A rare type of stone created through intense heat and pressures deep within the surface of the earth. Crystals are so perfectly aligned in atomic structure, that they are capable of vibrations that can allow them to act in conjunction with others of similar vibration, thus offering a powerful communication tool. Through magical manipulation, Crystals can be used to increase powers or allow a variety of skills that would otherwise require months of training and practice to conquer.
Magical: Crystal objects have 200% Defense or Resistance vs Magical Damage.
Types of Spells
(x = Magic)
Botanical
(Requires Botanical to be mastered)
Entangle (1): Traps a target, reducing offensive & defensive actions by 50%. Targets takes y Botanical damage per escape attempt, lasts 2x turns. (1 Mana)
Thorns (1): Causes 25% piercing damage to attackers while active. (1 Mana per turn)
Leach (1): Transfers x Health from a target to the caster. (1 Mana)
Grass (1): Reduces Accuracy into & within grass by x within x radius. (1 Mana)
Leaves (1): Reduces Acc into & within x radius by x with 1 cutting DOT for x turns. (1 Mana)
Bark (2): Creates x Bark Armor plates that resist 0.5x Damage. (x Mana)
Mushroom (2): Anchors any ailment (Level 1) with x radius for x turns. (2 Mana)
Natural Weapon (2): Creates weapon that causes Botanical damage, lasts x turns. (2 Mana)
Pollen (3): -1 Accuracy into & within x radius, causes random ailment (Level x) for x turns. (3 Mana)
Verdant Fury (5): Animates a plant to fight for the caster for 2x/y turns. (y = Size) (y Mana)
Stone
(Requires Petroleum to be mastered)
Harden (1): Doubles all Resistance for x turns. (1 Mana)
Detect Stone (1): Locates any source of Stone within awareness + x radius. (1 Mana)
Gravel (2): Causes 2x/y Stone Damage. (y = Range) (2 Mana)
Stone Weapon (2): Creates any Impact damage weapon for x turns. (2 Mana)
Stone Armor (2): Creates x Stone Armor plates that resist x Damage. (1.5x Mana)
Tectonics (2): Shift x spaces or alter 1 space for specific effect (Level x). (2 Mana)
Sand (3): Creates any object, with Non-Linear properties for 2x turns or -x Accuracy into & within x radius, causes 1 Stone DOT for x turns. (3 Mana)
Quicksand (4): Changes x locations into quicksand, causing a target to sink when crossing, reducing speed & agility by y. Target takes any negative speed & agility in DOT per turn. (y = Size) (4 Mana)
Terraform (4): Alters landscape within 200% awareness by x. (x Mana)
Quake (5): Halves all target’s agility within x radius for x turns. Causes x Stone DOT to stationary targets (buildings). (5 Mana)
Metal
(Requires Metal to be mastered)
Detect Metal (1): Locates any source of Metal within awareness + x radius. (1 Mana)
Summon Ore (1): Creates x Metal ores. (1 Mana)
Metal Weapon (2): Creates any metal weapon from y metal ore. (y = Size) (2 Mana)
Metal Armor (2): Creates any metal armor from y metal ore. (y = Size) (2 Mana)
Wire (3): Causes x cutting or piercing damage. (3 Mana)
Blades (3): Causes 2x cutting damage. (3 Mana)
Pellets (3): Causes 2x/y Piercing Damage. (y = Range) (3 Mana)
Cage (4): Creates x spaces of metal walls with 2x quality & x resistance. (4 Mana)
Forge (5): Increases the quality of metal objects by x. (5 Mana)
Crystal
(Requires Crystal to be mastered)
Resonate (1): Causes 50% damage taken to all targets within SR while active. (1 Mana per turn)
Crystal Weapon (2): Creates a Magical Weapon which causes crystal damage for x turns. (2 Mana)
Glass Armor (2): Creates x Glass Armor plates that shatter to deal x damage to attackers. (x Mana)
Magic Stone (2): Changes x amount of stones into 0.5x amount of magic stones. (2 Mana)
Chandelier (2): Reflects spells that pass through anchor with x radius outwards to random targets for x turns. (2 Mana)
Shard Rain (3): Causes x Crystal Damage to all targets in x radius while active. (2 Mana per turn)
Xenolith (4): Changes x stones into x crystals. (4 Mana)
Adamantine (5): Changes x amount of crystals into 0.5x amount of adamantine. (5 Mana)
Return Link:
Fantasma Elemental Magic