3.1 Magic - The Four Elements (Fire, Water, Air, Earth)
Feb 16, 2015 1:04:29 GMT -8
Post by Storyteller Joy on Feb 16, 2015 1:04:29 GMT -8
Earth Magic: Ranks 1- 3
(LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
Grants 1/2 Damage from bashing damage and the ability to talk to animals.
( If your species does not get bashing at all, you do - but you don't take 1/2 damage from it, you just actually 'get' bashing)
Most earth spells assume that if you need plants, animals or other things you create(or summon them) as a part of the spell. You don’t need to create earth, plants or animals in which to cast an earth spell. Sometimes the difficulty to cast your magic may be higher if there is less of your element (or type of it!) readily available.
Sense Earth
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
Time Length: 5 minutes to scry and gather information- the information is broken if the orb of POWER vanishes/is broken or the scry is lost.
This spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. For an earth caster this is broken down in three “fields” of sensing: plant, animal and mineral. It should be noted that “animals” are intelligent but not rational (this includes “cursed” people who have lost themselves into the curse as animals.) Scrying for earth can only be done through animal with whom you already have a bond with. (You can effectively see and hear “through their eyes and ears” as well as channel your magic through them for effects.) You must choose what you are “sensing” before you cast.
Senses plants, animals or minerals within a 20 foot radius
Senses plants, animals or minerals within a 100 foot radius
Senses plants, animals or minerals within a 500 foot radius
Plant Manipulation
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the ability for a caster to use plant life and manipulate it to various effects.
Herbal Wisdom: With a touch the caster can commune with the spirit of the plant. Conversations in this manner are often cryptic but rewarding- the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. On the other hand grass is less likely to hold much insight other than the last person who walked on it. The amount of successes grants the amount of knowledge a caster gains from the planet.
Season Passing: With a touch the caster can accelerate the growth of plant matter (only living) to either grow or die. Roses can bloom in a matter of minutes, trees grow from seedlings to ancient boughs. Completely wooden objects (or other plant life weapons) can also be “dusted” in combat with a success on this power of five or more (otherwise it’s weakened and your soak roll to damage is +1) Each success determines the amount of growth or decay (depending on which way you're trying to go. This is not a “time” based power, and thus the plants can only mature, not become seeds again.
Slithering Vines: This power animates vines or other plant life into a sort of intelligent life. Leaves can walk along a desktop, ivy can act as a scribe, jungle creepers can strangle intruders, weeping willows can actively hide lovers seeking a moment’s respite under their branches...etc. This power does not give the plants the ability to uproot themselves and begin moving around - but allows them to gain movement of their own while still planted. This is the plant itself and not any dryad that may be with it. For combat purposes the plants have strength and dexterity ratings each equal to half the character’s Willpower (rounded down) and brawl ratings one lower than that of the character.
Earthdance
Range: Varies
Requires: minerals, plants, animals (as required by the spell) , Sense of Earth
Earthdance is the powers of the raw earth underneath the feet of the elementalist. Most casters believe that it’s a dance with the earth and at the lower levels it’s a playing and tension relief to both the caster and Harpeah herself in which to relieve tension. Toward the higher levels it just gets destructive.
Jiggle A small earthquake, a mere shimmer and roll of the feet- nothing to even do much to damage just to give jitters or a warning. Jiggle is AoE 10 feet circle
Rumble This power can also be used to to create Rocks that fly through the air toward a target. 1 Lethal per rock. Number of Rocks summoned equal to number of successes. Hits on a successful Dex+throw dif 7. (Touch of bare skin to earth to create rocks, line of sight to throw)
Tremble A small earthquake (Concentrated force of a magnitude 4 or 5 earthquake) with enough force to cause people to stumble or fall over.(unless flying or not touching the ground) Victims of Rumble roll a Dex+Balance diff 6 to stay on their feet. (20 foot circle) AoE. A Magnitude 4-5 earthquake will do damage, such as collapse rock/brick walls, crack concrete, etc.
Animal Bonds
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the ability for a caster to communicate and work with various creatures of earth who do not have rational thought- to some extent this may work against mythical creatures who have been lost to the Hunger.
Eyes of the Cat: Your eyes grow lambent green and can see clearly even in complete darkness. This Gift requires no Gnosis or challenges to use; simply declare when it’s active. When Eyes of the Cat is in effect, you suffer no penalties from darkness.
Swarm of Servants - Earth Mages can call forth armies of miniscule vermin such as beetles, mice, frogs, lice, grasshoppers and other similar creatures from the fur of his tails. These hosts do the Kitsune’s bidding. The player spends a Willpower Trait and makes a Manipulation + Magic roll. 3 successes means that 25 of these creatures comes forth and remains under the Mage’s mental control. They must remain within 20 feet of the Mage, but within those parameters, they may harass enemies, requiring them to spend a Willpower Trait in order to take any significant action (other than fighting off the vermin) or perform simple tasks. The effect lasts for one scene.
Call of the Wild - Summons animals to the earth mage’s side. This is a not a demand, but a request. Animals who respond are interested in helping/listening to the plight/request of the caster.
Personal Earth
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the casters personal affinity with earth. These are powers that are designed to assist and help the earth caster out in their personal relationship with earth. Because of earth’s unique nature, these powers are all line of sight.
Call Nature’s Spirits: This allows the caster to communicate and summon forth spirits of nature that otherwise exist only in and near their areas, such as Dryads who don’t leave their trees or gnomes who work simple shapes under the ground. What responds to such a call is normally very friendly and wishes to appear. For more difficult spirits who are being summoned against their will the difficulty increases by 3. (You can sense nature spirits with earthsense) (Line of Sight/AoE)
Sheets of Earth This power has sheets of solid rock and dirt that shoot up from the ground to create “shields” that can take 3 health levels of damage before crumbling back into the earth. (Double damage from water (not ice, water.) Sheets of Earth is a line of sight power.
Alter Earth- Changes the material and chemical levels of earth. (Ie: Iron to Gold, Infertile Earth to Fertile Earth.. Ruby to Diamond.. Can not change mass, ie: if it's 2 ounces of iron, you get 2 equivalent sizes of gold... Think Alchemy...
(LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
Grants 1/2 Damage from bashing damage and the ability to talk to animals.
( If your species does not get bashing at all, you do - but you don't take 1/2 damage from it, you just actually 'get' bashing)
Most earth spells assume that if you need plants, animals or other things you create(or summon them) as a part of the spell. You don’t need to create earth, plants or animals in which to cast an earth spell. Sometimes the difficulty to cast your magic may be higher if there is less of your element (or type of it!) readily available.
Sense Earth
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
Time Length: 5 minutes to scry and gather information- the information is broken if the orb of POWER vanishes/is broken or the scry is lost.
This spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. For an earth caster this is broken down in three “fields” of sensing: plant, animal and mineral. It should be noted that “animals” are intelligent but not rational (this includes “cursed” people who have lost themselves into the curse as animals.) Scrying for earth can only be done through animal with whom you already have a bond with. (You can effectively see and hear “through their eyes and ears” as well as channel your magic through them for effects.) You must choose what you are “sensing” before you cast.
Senses plants, animals or minerals within a 20 foot radius
Senses plants, animals or minerals within a 100 foot radius
Senses plants, animals or minerals within a 500 foot radius
Plant Manipulation
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the ability for a caster to use plant life and manipulate it to various effects.
Herbal Wisdom: With a touch the caster can commune with the spirit of the plant. Conversations in this manner are often cryptic but rewarding- the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. On the other hand grass is less likely to hold much insight other than the last person who walked on it. The amount of successes grants the amount of knowledge a caster gains from the planet.
Season Passing: With a touch the caster can accelerate the growth of plant matter (only living) to either grow or die. Roses can bloom in a matter of minutes, trees grow from seedlings to ancient boughs. Completely wooden objects (or other plant life weapons) can also be “dusted” in combat with a success on this power of five or more (otherwise it’s weakened and your soak roll to damage is +1) Each success determines the amount of growth or decay (depending on which way you're trying to go. This is not a “time” based power, and thus the plants can only mature, not become seeds again.
Slithering Vines: This power animates vines or other plant life into a sort of intelligent life. Leaves can walk along a desktop, ivy can act as a scribe, jungle creepers can strangle intruders, weeping willows can actively hide lovers seeking a moment’s respite under their branches...etc. This power does not give the plants the ability to uproot themselves and begin moving around - but allows them to gain movement of their own while still planted. This is the plant itself and not any dryad that may be with it. For combat purposes the plants have strength and dexterity ratings each equal to half the character’s Willpower (rounded down) and brawl ratings one lower than that of the character.
Earthdance
Range: Varies
Requires: minerals, plants, animals (as required by the spell) , Sense of Earth
Earthdance is the powers of the raw earth underneath the feet of the elementalist. Most casters believe that it’s a dance with the earth and at the lower levels it’s a playing and tension relief to both the caster and Harpeah herself in which to relieve tension. Toward the higher levels it just gets destructive.
Jiggle A small earthquake, a mere shimmer and roll of the feet- nothing to even do much to damage just to give jitters or a warning. Jiggle is AoE 10 feet circle
Rumble This power can also be used to to create Rocks that fly through the air toward a target. 1 Lethal per rock. Number of Rocks summoned equal to number of successes. Hits on a successful Dex+throw dif 7. (Touch of bare skin to earth to create rocks, line of sight to throw)
Tremble A small earthquake (Concentrated force of a magnitude 4 or 5 earthquake) with enough force to cause people to stumble or fall over.(unless flying or not touching the ground) Victims of Rumble roll a Dex+Balance diff 6 to stay on their feet. (20 foot circle) AoE. A Magnitude 4-5 earthquake will do damage, such as collapse rock/brick walls, crack concrete, etc.
Animal Bonds
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the ability for a caster to communicate and work with various creatures of earth who do not have rational thought- to some extent this may work against mythical creatures who have been lost to the Hunger.
Eyes of the Cat: Your eyes grow lambent green and can see clearly even in complete darkness. This Gift requires no Gnosis or challenges to use; simply declare when it’s active. When Eyes of the Cat is in effect, you suffer no penalties from darkness.
Swarm of Servants - Earth Mages can call forth armies of miniscule vermin such as beetles, mice, frogs, lice, grasshoppers and other similar creatures from the fur of his tails. These hosts do the Kitsune’s bidding. The player spends a Willpower Trait and makes a Manipulation + Magic roll. 3 successes means that 25 of these creatures comes forth and remains under the Mage’s mental control. They must remain within 20 feet of the Mage, but within those parameters, they may harass enemies, requiring them to spend a Willpower Trait in order to take any significant action (other than fighting off the vermin) or perform simple tasks. The effect lasts for one scene.
Call of the Wild - Summons animals to the earth mage’s side. This is a not a demand, but a request. Animals who respond are interested in helping/listening to the plight/request of the caster.
Personal Earth
Range: Varies
Requires: minerals, plants, animals (as required by the spell)
This is the casters personal affinity with earth. These are powers that are designed to assist and help the earth caster out in their personal relationship with earth. Because of earth’s unique nature, these powers are all line of sight.
Call Nature’s Spirits: This allows the caster to communicate and summon forth spirits of nature that otherwise exist only in and near their areas, such as Dryads who don’t leave their trees or gnomes who work simple shapes under the ground. What responds to such a call is normally very friendly and wishes to appear. For more difficult spirits who are being summoned against their will the difficulty increases by 3. (You can sense nature spirits with earthsense) (Line of Sight/AoE)
Sheets of Earth This power has sheets of solid rock and dirt that shoot up from the ground to create “shields” that can take 3 health levels of damage before crumbling back into the earth. (Double damage from water (not ice, water.) Sheets of Earth is a line of sight power.
Alter Earth- Changes the material and chemical levels of earth. (Ie: Iron to Gold, Infertile Earth to Fertile Earth.. Ruby to Diamond.. Can not change mass, ie: if it's 2 ounces of iron, you get 2 equivalent sizes of gold... Think Alchemy...