Galecaster: Difference between revisions
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==Spells== | ==Spells== | ||
======Tier One- One point invested ====== | ======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.''' | '''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.''' | '''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.''' | ||
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.''' | '''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.''' | ||
=== Tier Two - Two points invested === | === Tier Two - Two points invested === | ||
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.''' | '''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.''' | ||
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.''' | '''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.''' | ||
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''' - 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.''' | ||
====== Tier Three- Three points invested====== | ====== Tier Three- Three points invested====== | ||
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. | '''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. | ||
Upon uncorking, the storm's vigour and reach are dictated by its freshness from creation: | Upon uncorking, the storm's vigour and reach are dictated by its freshness from creation: | ||
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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.''' | 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.''' | ||
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 | '''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 | ||
|Artists = | |Artists = | ||
|Writers = Lore Team | |Writers = Lore Team | ||
|Processors = Lore Team | |Processors = Lore Team | ||
}} | }} | ||
Revision as of 03:42, 4 December 2024
Overview
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.
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.
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.
Tier Two - Two points invested
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.
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.
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.
Tier Three- Three points invested
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.
Upon uncorking, the storm's vigour and reach are dictated by its freshness from creation:
1 - 3 Days Old: Emote range
3 - 5 Days Old: Limited up to 10 blocks
5 - 7 Days Old: Limited to 5 blocks
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.
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.-----
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