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==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
|-
! Name
! Spell
! Cooldown
! Action Type
|-
| '''Windstorm'''
| Casters 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''' - 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.'''
| '''Windtunnel'''
=== Tier Two - Two points invested ===
| Casters can create a tunnel of wind that may reflect a ranged attack back to the original attacker, utilizing their Mystics Total against their Dexterity Total. If successful, the damage is diluted due to the redirection of speed, dealing only '''1d4''' damage. If the redirection fails, no damage is done to either party.
'''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.'''
| 30 minutes
| Reaction
|-


'''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.'''
| '''Air Ball'''
| The Caster creates a ball of condensed air they can hover on. While utilizing this spell, the Caster is able to navigate any obstacle on the ground without triggering any traps or taking any damage from ground based effects. This increases their Movement Speed by '''2 Blocks''' per turn and lasts for a total of '''four turns'''.
| 3 hours
| 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.'''
|}
====== 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:
{| class="wikitable"
|+ Tier Two Spells
|-
! Name
! Spell
! Cooldown
! Action Type
|-
| '''Thunderous Clap'''
| Casters now wield a refined form of storm sorcery through their manipulation of air currents, allowing them to manipulate clouds and lightning precisely. This may be utilized to create storms and harsher winds in a scene. Casters may clap their hands together, encasing their hands in a surge of lightning that applies a thunderclap of force upon striking, gaining a '''+2''' Strength or Mystic Bonus. This lasts for '''two turns'''.
| Once per day
| Action
|-


1 - 3 Days Old: Emote range
| '''Electric Whip'''
| A spell that enables the manipulation of static in the air to become malleable. The static 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 turn the latent static energy in the air into visible lightning as whips, aim at anyone within One-Handed Melee Combat distance, and roll their Mystic Total score against the target's Dexterity Total to hit. When the caster successfully hits the target, they roll a '''1d8''' for damage. If successful, the whip may bind the target which deals an additional '''1d3''' damage each turn and the target must roll a contested Strength or Dexterity Total roll of whichever is higher to break free. While bound, the caster cannot attack. The threshold to break free is a roll of 5 or above.
| Once per combat
| Action
|-


3 - 5 Days Old: Limited up to 10 blocks
| '''Cloudburst'''
| This spell conjures a rain cloud directly above the caster, maneuverable to any location within emote range. The storm expands up to '''10 blocks''' from its centre and persists as long as the caster maintains focus. Additionally, within the 10 block area, all individuals bar the caster experience '''Disadvantage''' in all rolls, the heavy rain and strikes of lightning throwing their focus. However, the spell terminates if the caster sustains any damage or initiates a new action.
| Once per day
| Action
|-


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.'''
{| class="wikitable"
|+ Tier Three Spells
|-
! Name
! Spell
! Cooldown
! Action Type
|-
| '''Inner Tempest'''
| Galecasters harness the ability to summon and imprison potent storms within themselves. The Caster is able to charge the potentia inside of them for specified durations, building up the danger they pose. This Ability stops the Caster from doing any other action for the total duration it takes to charge but may still utilize their Dexterity Total to defend against attacks as necessary.
'''Upon release, the storm's vigour and reach are dictated by the time spent in creation:'''
'''four turn''' Charge: Targets up to Emote range
'''three turn''' Charge: Targets up to '''10 blocks'''
'''two turn''' Charge: Targets up to '''3 blocks'''
When unleashed, all enemies within the designated range are attacked at once. The Caster rolls their Mystic Total at '''Advantage''' against the opponent's Dexterity Total. Upon a successful strike, each enemy hit takes '''1d12''' Damage. However, this depletes the user in the process, putting this Ability on Cooldown.
| Once per week
| Action
|-
 
 
| '''Stormcloak'''
| The Caster may shroud an ally of their choice or themselves in a dark cloud, allowing them to make Movement without incurring any Opportunity Attacks against them to reposition within a 10 block radius from where they were.
| Once per combat
| Action
|-
 
| '''Stunning Grasp'''
| The Caster may target 2 individuals within a'''5 block'''range of each other from a distance of '''10 blocks''', enveloping them in a burst of static electricity and drawing them together, tensing up their muscles and preventing any action for '''one turn'''.
| 2 hours
| 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

Revision as of 22:48, 11 May 2025

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 Spells
Name Spell Cooldown Action Type
Windstorm Casters 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 Casters can create a tunnel of wind that may reflect a ranged attack back to the original attacker, utilizing their Mystics Total against their Dexterity Total. If successful, the damage is diluted due to the redirection of speed, dealing only 1d4 damage. If the redirection fails, no damage is done to either party. 30 minutes Reaction
Air Ball The Caster creates a ball of condensed air they can hover on. While utilizing this spell, the Caster is able to navigate any obstacle on the ground without triggering any traps or taking any damage from ground based effects. This increases their Movement Speed by 2 Blocks per turn and lasts for a total of four turns. 3 hours Action
Tier Two Spells
Name Spell Cooldown Action Type
Thunderous Clap Casters now wield a refined form of storm sorcery through their manipulation of air currents, allowing them to manipulate clouds and lightning precisely. This may be utilized to create storms and harsher winds in a scene. Casters may clap their hands together, encasing their hands in a surge of lightning that applies a thunderclap of force upon striking, gaining a +2 Strength or Mystic Bonus. This lasts for two turns. Once per day Action
Electric Whip A spell that enables the manipulation of static in the air to become malleable. The static 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 turn the latent static energy in the air into visible lightning as whips, aim at anyone within One-Handed Melee Combat distance, and roll their Mystic Total score against the target's Dexterity Total to hit. When the caster successfully hits the target, they roll a 1d8 for damage. If successful, the whip may bind the target which deals an additional 1d3 damage each turn and the target must roll a contested Strength or Dexterity Total roll of whichever is higher to break free. While bound, the caster cannot attack. The threshold to break free is a roll of 5 or above. Once per combat Action
Cloudburst This spell conjures a rain cloud directly above the caster, maneuverable to any location within emote range. The storm expands up to 10 blocks from its centre and persists as long as the caster maintains focus. Additionally, within the 10 block area, all individuals bar the caster experience Disadvantage in all rolls, the heavy rain and strikes of lightning throwing their focus. However, the spell terminates if the caster sustains any damage or initiates a new action. Once per day Action
Tier Three Spells
Name Spell Cooldown Action Type
Inner Tempest Galecasters harness the ability to summon and imprison potent storms within themselves. The Caster is able to charge the potentia inside of them for specified durations, building up the danger they pose. This Ability stops the Caster from doing any other action for the total duration it takes to charge but may still utilize their Dexterity Total to defend against attacks as necessary.

Upon release, the storm's vigour and reach are dictated by the time spent in creation:

four turn Charge: Targets up to Emote range
three turn Charge: Targets up to 10 blocks
two turn Charge: Targets up to 3 blocks

When unleashed, all enemies within the designated range are attacked at once. The Caster rolls their Mystic Total at Advantage against the opponent's Dexterity Total. Upon a successful strike, each enemy hit takes 1d12 Damage. However, this depletes the user in the process, putting this Ability on Cooldown.

Once per week Action
Stormcloak The Caster may shroud an ally of their choice or themselves in a dark cloud, allowing them to make Movement without incurring any Opportunity Attacks against them to reposition within a 10 block radius from where they were. Once per combat Action
Stunning Grasp The Caster may target 2 individuals within a5 blockrange of each other from a distance of 10 blocks, enveloping them in a burst of static electricity and drawing them together, tensing up their muscles and preventing any action for one turn. 2 hours Action



Accreditation
Writers Lore Team
Processors Lore Team
Last Editor Bimberi on 05/11/2025.