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==Overview==
Galecasting - formally known in academic circles as the Fulminant Arts - is the volatile and highly kinetic mastery of atmospheric pressure and electrical discharge. It is a magic of sudden, violent movement. Practitioners do not gently coax the elements; they snap the air to their will, generating razor-sharp wind currents, manipulating barometric pressure to crush or repel, and channelling devastating arcs of raw lightning. It is a loud, arrogant discipline, favoured by mystic duelists who prefer to dictate the pace of a battlefield.


This magical line of knowledge has evolved over the centuries. Starting out as the ‘wise people of the forest,’ this particular brand of magic is concerned with manipulating elements. Past historical texts mention village ‘wise men’ or ‘wise women’ who were able to help during droughts and other natural disasters. These magics eventually formalized into ‘Galecasters’ when numerous elven armies hired them to ensure their ships sailed across the seas in a timely manner. There are no actual founders of galecasting - mages wishing to master this line of magic must find a Master Galecaster to study under. Galecasting can take years to master, although young prodigies have been known to exist. Galecaster Prospero Sputton is a famous Master Galecaster - and taught seven separate apprentices over his lifetime. These apprentices carried on his work, and four of whom are currently still alive and working on developing additional magics. Master Galecasters Jacinta Prewett, Marcus Cowl,  Barry Kay, and  Bridget Olean are considered the current experts in their fields.  
==History and Culture==
The origins of Galecasting have been frequently muddied by revisionism over the centuries, much to the detriment of its first practitioners. In reality, the first true Fulminant mystics were born on the jagged, unforgiving coastlines and the freezing, high-altitude peaks of Aesox. They were ascetic storm-chasers and desperate sailors who learned that survival in a tempest did not come from fighting the storm, but from riding its currents. Early Galecasting was a crude, survivalist magic used to violently redirect gale-force winds away from settlements or call down lightning strikes to shatter avalanches.
 
The discipline was violently dragged out of the wilderness and formalised not by local development, but by overseas intervention. The Thalzar quickly realised the tactical advantage of having mages who could dictate the weather. Thalzar militaries began aggressively recruiting and standardising any of these storm-callers who would sell their secrets. Under their patronage and with its history carefully divorced from its point of origin, Galecasting evolved from a survival tool into a precise military science. A single expert Galecaster stationed on a flagship could becalm enemy vessels in crucial manoeuvres, or snap the mainmasts of a ship with pinpoint lightning strikes.
 
As the magic became heavily militarised, the culture around it shifted dramatically. Galecasters developed a reputation for being brash, adrenaline-addicted, and fiercely independent. The magic itself requires a highly active, elevated heart rate; a Galecaster must keep up with the storm to cast their most devastating spells. Consequently, they are rarely found sitting quietly in libraries, and are creatures of momentum, often finding employment in the wildest of places.
 
Despite its formalisation by the Thalzar navies, there is still no central academy for Galecasting. The magic is simply too volatile to teach in crowded classrooms - a dozen novices accidentally crossing static currents could level an entire floor. Instead, the tradition relies on a grueling, highly selective master-apprentice dynamic. Training takes years and is notoriously dangerous; apprentices are routinely expected to meditate on exposed rooftops during howling gales, or hold high places and try to channel lightning away from themselves.
 
==Notable People & Places==
*'''Admiral Elandorr Thel'rin:''' The architect of Galecasting's militarisation. Recognising the tactical advantage of weather-dictating mages, he championed the aggressive recruitment of Aesox's storm-chasers. He oversaw the standardisation of their crude survivalist magic into a precise military science and played a critical role in the project to erase the practice’s inconvenient origins and ensure it became better known as an Elven discipline than it ever was in its homeland.
*'''Corwin Gale:''' A renowned modern practitioner and a quintessential representative of the magic's original, non-militarised culture. He is famous for his grueling, solo pilgrimages to the Apex Needles and for practicing the magic in its raw, original form on the turbulent coastlines of Aesox. Known for his brash, adrenaline-addicted temperament, he embodies the discipline's roots in riding the storm.
*'''The Apex Needles:''' A series of towering, heavily scorched iron lightning rods constructed atop the highest peaks of the Solgardsborg mountains. These needles serve as a pilgrimage site for ambitious Galecasters, who travel there during the winter monsoons to deliberately absorb the continent's most violent lightning strikes in order to permanently expand their arcane reserves.




==Spells==
==Spells==
======Tier One- One point invested ======
'''First Bloom''' - This passive ability demands no action from the caster. The caster is able to create a blooming flower in their hand and aesthetically manipulate flora. '''This ability has no cooldown.'''


'''Windstorm''' - Casters can channel air currents summoned from around them in a specific direction; however, these gusts are not strong enough to cause harm but can be used to knock someone back two blocks. The spell lasts as long as the caster maintains concentration. When used aesthetically, this ability has no cooldown. '''This ability can be used once every three initiative rounds in combat.'''
{| class="wikitable"
|+ Tier One Spells
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Windstorm'''
| Galecasters can channel air currents summoned from around them in a specific direction; able to knock someone back by '''4 blocks''' or used passively to move items and even ships. This ability may be used freely outside of combat.
| 2 turns
| Action
|-
 
| '''Windtunnel'''
| When being targeted with a non-magical '''Ranged Attack''', the Galecaster can create a tumbling tunnel of air to try to redirect the blow. This allows them to add half of their '''MYS''' attribute to the defense roll. If the defense roll succeeds, the attacker suffers '''half''' the damage they would have dealt.
| Twice per Combat
| Reaction
|-
 
| '''Air Ball'''
| The Galecaster creates a ball of condensed air they can hover on. While this spell lasts, the Galecaster is immune to Difficult Terrain and gains two blocks of movement distance. This lasts for '''four turns'''.
| Once per Combat
| Action
|-
 
|}


'''Longstem''' - An enchantment that catalyses a plant's growth cycle, inducing rapid development. However, its effects are limited to a single application per plant. '''This ability can be used once daily.'''
{| class="wikitable"
=== Tier Two - Two points invested ===
|+ Tier Two Spells
'''Rockchase''' - Rockchase: Casters wield a refined form of terramancy, allowing them to manipulate and roll rocks along the ground precisely. However, they cannot lift rocks into the air or use them aggressively. Additionally, casters can only manipulate rocks weighing no more than their body weight. '''This ability has no cooldown'''. Casters can also use Rockchase to encase their fists in stone, granting a '''+2 Strength bonus'''. '''This enhancement can be used once daily.'''
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Thunderous Clap'''
| Clapping their hands together, the Galecaster encases their forearms in a surge of lightning that applies a thunderclap of force upon striking, gaining'''+2''' to one of their '''STR''', '''DEX''', or '''MYS''' attributes. This lasts for '''2 turns'''.
| Once per Combat
| Free Action
|-


'''Vinifera''' - A spell that enables local grasses to strengthen into vines and become malleable. The vines will continue to obey the caster as long as they maintain concentration and do not take any other actions. If used combatively, the caster can use the vines as whips, aim at anyone within emote distance, and '''roll their Mystic ability score against the target's dexterity to hit'''. When the caster successfully hits the target, they roll a '''1d8''' for damage. If the vines bind the target, they must roll a '''contested Strength Ability roll''' that is '''re-rolled''' each turn instead of Dexterity. '''This ability can only be used once per combat scenario.'''
| '''Electric Whip'''
| Striking a target within '''Melee Range''' with an arc of lightning, the Galecaster makes a '''MYS''' attack roll to deal '''1d8 damage'''. If this hits, the caster may choose another target within '''5 blocks''' to take '''1d3 damage'''.
| Once per Combat
| Action
|-


'''Cloudburst''' - This spell conjures a rain cloud directly above the caster, maneuverable to any location within emote distance. The storm expands up to ten blocks from its centre and persists as long as the caster maintains focus. Any disruption in concentration causes the remaining water in the cloud to precipitate instantly. Additionally, within the emote distance, individuals experience '''disadvantages''' in '''all rolls'''. However, the spell terminates if the caster sustains more than '''5 points of damage''' or initiates a new '''action'''. '''This ability can be used once every 2-days.'''
| '''Cloudburst'''
====== Tier Three- Three points invested======
| This spell conjures a rain cloud directly above the Galecaster, maneuverable to any location within emote range. The storm consumes everything in a '''7x7 zone''' centered on the Galecaster, causing everyone else within the zone to suffer '''Disadvantage''' on all '''Attack''' and '''Defense''' rolls as the heavy rain and booming thunder throw off their focus. This storm lasts for '''2 turns''' before dissipating.
'''Storm in a Bottle''' - Galecasters harness the ability to summon and imprison potent storms within containers for future use. However, the storm's power wanes over time''', dissipating within a week'''. Each Galecaster can only maintain one bottled storm, a creation demanding skill and unwavering focus. The process involves charging a glass container with the caster’s potentia and leaving it out in the elements, displaying captured lightning, clouds, and rain once sealed.
| Once per Combat
| Action
|-


Upon uncorking, the storm's vigour and reach are dictated by its freshness from creation:
|}


1 - 3 Days Old: Emote range
{| class="wikitable"
|+ Tier Three Spells
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Inner Tempest'''
| Building up a ramping storm, the Galecaster prepares to unleash a burst of destruction. While charging the storm, the Galecaster cannot use any other Abilities or Attack. This may be charged for up to '''3 turns''', and the Range increases based on time charged as follows:
*'''One Turn:''' All enemies within '''3 blocks'''
*'''Two Turns:''' All enemies within '''8 blocks'''
*'''Three Turns:''' All enemies within '''15 blocks'''
When released, the Galecaster deals '''1d12 damage''' to all enemies within range, and is unable to use any Abilities for another turn as they recover.
| Once per Week
| Action
|-


3 - 5 Days Old: Limited up to 10 blocks


5 - 7 Days Old: Limited to 5 blocks
| '''Stormcloak'''
| The Caster may shroud themselves or an ally in a dark stormcloud, allowing them to move up to '''10 blocks''' without provoking Attacks of Opportunity.
| Once per Combat
| Action
|-


When unleashed, the caster may roll with '''advantage''' on all related combat rolls for '''a combat scene'''. However, the bottle shatters in the process, necessitating '''three days before a new bottle can be made.'''
| '''Stunning Grasp'''
| Blasting a target with a jolt of powerful static electricity, the Galecaster makes a '''MYS''' attack roll to '''Daze''' the target for '''2 turns'''. If another valid target is within '''3 blocks''' of the first, this may be repeated on them.
| Once per Combat
| Action
|-
|}


'''Ice Strike''' - This particular spell is considered one of the most difficult to master as it requires precise control over the elements. The Galecaster may choose multiple targets within emote distance and create '''5 icy pellets''' that descend from the sky. These pellets can cause deep cuts, creating a cold mist that spreads and chills the air. The caster must roll their '''Mystic Ability Total''' against each target's '''Dexterity Ability Total''', they then roll a '''1d3''' damage per successful hit. '''The spell can only be cast twice daily''', and the ice remains until the spell ends or the caster falls prone.{{Accredition
{{Accredition
|Artists =  
|Artists =  
|Writers = Lore Team
|Writers = Bimberi
|Processors = Lore Team
|Processors = AWildRhia, Vulpes_Pulpes
}}
}}

Latest revision as of 07:15, 29 March 2026

Galecasting - formally known in academic circles as the Fulminant Arts - is the volatile and highly kinetic mastery of atmospheric pressure and electrical discharge. It is a magic of sudden, violent movement. Practitioners do not gently coax the elements; they snap the air to their will, generating razor-sharp wind currents, manipulating barometric pressure to crush or repel, and channelling devastating arcs of raw lightning. It is a loud, arrogant discipline, favoured by mystic duelists who prefer to dictate the pace of a battlefield.

History and Culture

The origins of Galecasting have been frequently muddied by revisionism over the centuries, much to the detriment of its first practitioners. In reality, the first true Fulminant mystics were born on the jagged, unforgiving coastlines and the freezing, high-altitude peaks of Aesox. They were ascetic storm-chasers and desperate sailors who learned that survival in a tempest did not come from fighting the storm, but from riding its currents. Early Galecasting was a crude, survivalist magic used to violently redirect gale-force winds away from settlements or call down lightning strikes to shatter avalanches.

The discipline was violently dragged out of the wilderness and formalised not by local development, but by overseas intervention. The Thalzar quickly realised the tactical advantage of having mages who could dictate the weather. Thalzar militaries began aggressively recruiting and standardising any of these storm-callers who would sell their secrets. Under their patronage and with its history carefully divorced from its point of origin, Galecasting evolved from a survival tool into a precise military science. A single expert Galecaster stationed on a flagship could becalm enemy vessels in crucial manoeuvres, or snap the mainmasts of a ship with pinpoint lightning strikes.

As the magic became heavily militarised, the culture around it shifted dramatically. Galecasters developed a reputation for being brash, adrenaline-addicted, and fiercely independent. The magic itself requires a highly active, elevated heart rate; a Galecaster must keep up with the storm to cast their most devastating spells. Consequently, they are rarely found sitting quietly in libraries, and are creatures of momentum, often finding employment in the wildest of places.

Despite its formalisation by the Thalzar navies, there is still no central academy for Galecasting. The magic is simply too volatile to teach in crowded classrooms - a dozen novices accidentally crossing static currents could level an entire floor. Instead, the tradition relies on a grueling, highly selective master-apprentice dynamic. Training takes years and is notoriously dangerous; apprentices are routinely expected to meditate on exposed rooftops during howling gales, or hold high places and try to channel lightning away from themselves.

Notable People & Places

  • Admiral Elandorr Thel'rin: The architect of Galecasting's militarisation. Recognising the tactical advantage of weather-dictating mages, he championed the aggressive recruitment of Aesox's storm-chasers. He oversaw the standardisation of their crude survivalist magic into a precise military science and played a critical role in the project to erase the practice’s inconvenient origins and ensure it became better known as an Elven discipline than it ever was in its homeland.
  • Corwin Gale: A renowned modern practitioner and a quintessential representative of the magic's original, non-militarised culture. He is famous for his grueling, solo pilgrimages to the Apex Needles and for practicing the magic in its raw, original form on the turbulent coastlines of Aesox. Known for his brash, adrenaline-addicted temperament, he embodies the discipline's roots in riding the storm.
  • The Apex Needles: A series of towering, heavily scorched iron lightning rods constructed atop the highest peaks of the Solgardsborg mountains. These needles serve as a pilgrimage site for ambitious Galecasters, who travel there during the winter monsoons to deliberately absorb the continent's most violent lightning strikes in order to permanently expand their arcane reserves.


Spells

Tier One Spells
Name Description Cooldown/Cost Action Type
Windstorm Galecasters can channel air currents summoned from around them in a specific direction; able to knock someone back by 4 blocks or used passively to move items and even ships. This ability may be used freely outside of combat. 2 turns Action
Windtunnel When being targeted with a non-magical Ranged Attack, the Galecaster can create a tumbling tunnel of air to try to redirect the blow. This allows them to add half of their MYS attribute to the defense roll. If the defense roll succeeds, the attacker suffers half the damage they would have dealt. Twice per Combat Reaction
Air Ball The Galecaster creates a ball of condensed air they can hover on. While this spell lasts, the Galecaster is immune to Difficult Terrain and gains two blocks of movement distance. This lasts for four turns. Once per Combat Action
Tier Two Spells
Name Description Cooldown/Cost Action Type
Thunderous Clap Clapping their hands together, the Galecaster encases their forearms in a surge of lightning that applies a thunderclap of force upon striking, gaining+2 to one of their STR, DEX, or MYS attributes. This lasts for 2 turns. Once per Combat Free Action
Electric Whip Striking a target within Melee Range with an arc of lightning, the Galecaster makes a MYS attack roll to deal 1d8 damage. If this hits, the caster may choose another target within 5 blocks to take 1d3 damage. Once per Combat Action
Cloudburst This spell conjures a rain cloud directly above the Galecaster, maneuverable to any location within emote range. The storm consumes everything in a 7x7 zone centered on the Galecaster, causing everyone else within the zone to suffer Disadvantage on all Attack and Defense rolls as the heavy rain and booming thunder throw off their focus. This storm lasts for 2 turns before dissipating. Once per Combat Action
Tier Three Spells
Name Description Cooldown/Cost Action Type
Inner Tempest Building up a ramping storm, the Galecaster prepares to unleash a burst of destruction. While charging the storm, the Galecaster cannot use any other Abilities or Attack. This may be charged for up to 3 turns, and the Range increases based on time charged as follows:
  • One Turn: All enemies within 3 blocks
  • Two Turns: All enemies within 8 blocks
  • Three Turns: All enemies within 15 blocks

When released, the Galecaster deals 1d12 damage to all enemies within range, and is unable to use any Abilities for another turn as they recover.

Once per Week Action
Stormcloak The Caster may shroud themselves or an ally in a dark stormcloud, allowing them to move up to 10 blocks without provoking Attacks of Opportunity. Once per Combat Action
Stunning Grasp Blasting a target with a jolt of powerful static electricity, the Galecaster makes a MYS attack roll to Daze the target for 2 turns. If another valid target is within 3 blocks of the first, this may be repeated on them. Once per Combat Action

Accreditation
Writers Bimberi
Processors AWildRhia, Vulpes_Pulpes
Last Editor Bimberi on 03/29/2026.