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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.


==Spells==
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.


===Tier One - 1 point invested===


*First Bloom - Allows the caster to conjure a blooming flower in their hand. Using their left index finger, the caster invokes “Calfera nen.” The caster can usually do this two or three times before needing to rest.
==Spells==


*Windstorm - Caster can summon air currents from around them and channel them in a certain direction.  They can keep this up for as long as they keep their concentration and hand movements steady. The invocation "Zeh Ahl Feh" with a sweeping left arm moving inwards is used for this spell.
{| 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
|-


*Longstem - A spell to hasten the growth cycle of a plant. Casters must whisper this invocation into the roots of the plant while under direct sunlight before noon, stating "Hesn bith Meara ne." It can only be used on a plant once.  
| '''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
|-


===Tier Two - 2 points invested===
| '''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
|-


*Rockchase - Casters can make rocks move and roll across the ground, but they cannot become airborne and the mage can only move rocks no heavier than their own weight. To do this,  they must use a wand formed of oak wood that has been dipped three times in running water and state the  invocation "Teash chal polno vhaekis." The caster must direct the rocks where to go with the wand. Dropping the wand from a raised position ends the spell. 
|}


{| class="wikitable"
|+ Tier Two 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
|-
| '''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 - Allows local grasses to strengthen into vines and become malleable. A multistep process that requires the caster to first form the number of vines required before putting them into motion.  Utilizing an oak wand, the caster rotates it with their right hand towards the grass they wish to grow. Their left hand must shape the grass accordingly to their wishes as it gets larger. Vines can grow over six feet - however larger than that and they become progressively weaker with each foot. Over twenty feet and they are small tendrils of plants.  The invocation for growing the vines is "Meara bos hannae ges." To animate the vines, the caster must use their wand to direct each in turn,  focusing their will and in a coaxing tone, invoke with "Gella wran let." The vines will continue to obey the caster as long as the wand is held upright and their concentration is not lost.
| '''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
|-


*Cloudburst - The galecaster can summon a rain cloud in their geographical area. The cloud will hover approximately twenty feet over the caster, and travel according to wherever the mage directs it with their oak wand.  The rain will be fierce, creating difficulty seeing through the storm.  This storm expands over a ten foot radius from the center of the storm. The invocation is “Chal bith oro wran.”  The caster must continually direct the storm to where they wish it to remain.  The storm lasts as long as the caster can maintain concentration. Any interruption in the cast causes all remaining water in the conjured clouds to drop. Note that in the right seasons or lands, the cloudburst will turn into a blizzard - summoning snow instead of rain.
|}


===Tier Three - Three points invested===  
{| 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
|-


*Storm in a Bottle - The galecaster can conjure a potent storm that is capable of being stored within a container to be loosened at will. The storm, over time, will eventually disperse and need renewing.  Storms are most potent their first week of creation, and will eventually weaken to a drip of water by three weeks.  Galecasters may possess only one Storm in a Bottle at a time. The assembly of the invocation requires skill and concentration.  The caster must first acquire a glass container no larger than a standard wine bottle.  The bottle must be washed in running water while it is raining.  Once washed, the caster must place an oak leaf and oak twig within the bottle, then let rainwater collect in it until it is filled past the twig.  Cork the bottle and store carefully.  The bottle will display trapped lightning, clouds, and rain.


:::To unleash, the creator of the bottle must cast while under an open sky, invoking “Shel sha virin le.” A bolt of lightning will descend and trap itself in the bottle.  Cork it tightly and store as required.  When the galecaster wishes to free the storm, they simply uncork the bottle and invoke “Virin shel forlna.”  The storm will then disperse over the mage’s area.  The strength and area will depend on how fresh the storm is, as well as the mage’s power and concentration.  Most storms will contain thunder, lightning, heavy rain and high winds. Storms have been known to sweep across continents for days, and Galecaster Prospero Sputton once let loose a storm so fierce it spawned tornadoes that carved up a small village.  
| '''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
|-


*Ice Strike - One of the most difficult spells to master, Ice Strike will freeze the air around the caster , allowing the galecaster to form icy pellets to fall from the sky. These pellets, when hitting the skin, can make small cuts along exposed limbs. The icy spikes can be directed by the galecaster with their oaken wand. To begin, the galecaster must first chill the air.  Pointing their wand straight up to the open sky, they must invoke “Sha mearth kisht meol,” then draw the icy mist that forms around their wand down and disperse it around the caster in a circle.  The mist will spread, chilling the air around the caster for thirty feet or so. 
| '''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
|-
|}


:::Then the caster must raise their wand again, invoking “Kisht vaka oulot” while waving their wand in the direction they wish to ice to go.  The ice will descend from gathered clouds and shoot across the air towards the intended target.  Each time the galecaster wishes to fire this blinding, sharp ice, they must recast and reaim.  Only when the caster lowers their wand will the temperature return to normal. The caster may only perform this spell in total twice a day.
{{Accredition
|Artists =
|Writers = Bimberi
|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.