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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==
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|+ Tier One Spells
|+ Tier One Spells
|-
|-
! Name
!style="width:10%; text-align:center;"| Name
! Spell
!style="width:72.5%; text-align:center;"| Description
! Cooldown
!style="width:10%; text-align:center;"| Cooldown/Cost
! Action Type
!style="width:7.5%; text-align:center;"| Action Type
|-
|-
| '''Windstorm'''
| '''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.
| 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
| 2 turns
| Action
| Action
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| '''Windtunnel'''
| '''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.
| 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.
| 30 minutes
| Twice per Combat
| Reaction
| Reaction
|-
|-


| '''Air Ball'''
| '''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'''.
| 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'''.
| 3 hours
| Once per Combat
| Action
| Action
|-
|-
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|+ Tier Two Spells
|+ Tier Two Spells
|-
|-
! Name
!style="width:10%; text-align:center;"| Name
! Spell
!style="width:72.5%; text-align:center;"| Description
! Cooldown
!style="width:10%; text-align:center;"| Cooldown/Cost
! Action Type
!style="width:7.5%; text-align:center;"| Action Type
|-
|-
| '''Thunderous Clap'''
| '''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, Dexterity, or Mystic Bonus. This lasts for '''two turns'''.
| 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 day
| Once per Combat
| Action
| Free Action
|-
|-


| '''Electric Whip'''
| '''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.
| 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
| Once per Combat
| Action
| Action
|-
|-


| '''Cloudburst'''
| '''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.
| 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 day
| Once per Combat
| Action
| Action
|-
|-
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|+ Tier Three Spells
|+ Tier Three Spells
|-
|-
! Name
!style="width:10%; text-align:center;"| Name
! Spell
!style="width:72.5%; text-align:center;"| Description
! Cooldown
!style="width:10%; text-align:center;"| Cooldown/Cost
! Action Type
!style="width:7.5%; text-align:center;"| Action Type
|-
|-
| '''Inner Tempest'''
| '''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.
| 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:
'''Upon release, the storm's vigour and reach are dictated by the time spent in creation:'''
*'''One Turn:''' All enemies within '''3 blocks'''
*'''Four turns:''' Targets up to Emote range
*'''Two Turns:''' All enemies within '''8 blocks'''
*'''Three turns:''' Targets up to '''10 blocks'''
*'''Three Turns:''' All enemies within '''15 blocks'''
*'''Two turns:''' Targets up to '''3 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.
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
| Once per week
| Action
| Action
|-
|-
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| '''Stormcloak'''
| '''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.
| 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
| Once per Combat
| Action
| Action
|-
|-


| '''Stunning Grasp'''
| '''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'''.
| 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.
| 2 hours
| Once per Combat
| Action
| Action
|-
|-
|}
|}
{{Accredition
|Artists =
|Writers = Lore Team
|Processors = Lore Team
}}

Revision as of 17:59, 27 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