Umbara Earth Spells

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Umbara Earth Spells

Postby miyuka on Tue Oct 11, 2011 6:26 pm

Common (Battle, Anywhere)
Stone Skin
Level required: 10
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X1:

Earth Mages have a unique insight into the makeup of all matter, able to study with unparalleled precision and patience the tiniest particles and how they relate to one another; what separates sand from glass, ore from steel, rock from flesh.. and even manipulate those relationships. Looking inward, the Mage begins to alter the very makeup of their skin, even the fabric of the clothes they wear, often manifesting in plate-like growths of stone around joints and vital areas. Though skin is toughened considerably, the transformation is not complete. Wounds can still be opened, and bleed when they do.
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MECHANICS: Spell lasts 1 round per slot invested. For every 2 slots invested in casting, the Earth Mage receives +1 to both physical and magical defense, to +8 at 15 slots, as well as an additional +1 to def for every time EM is selected. This ability will also absorb 1 damage dealt to the mage as a direct result of a failed defense for every 5 slots invested. This does not include damage over time effects such as bleeds, burns, poisons, etc. Stamina cost is standard. Does not stack with other skins/defense-mod spells.

Stone Fist
level required:10
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X1:

The Earth Mage encases one fist in hard stone, able to shape this punishing glove into a hammer-like bludgeon or hatchet-like blade of granite, near any shape the Mage can fathom. Many warriors claim their weapons are extensions of themselves, but each Earth-Mage's Stone Fist is wholly unique, and affords them a potentially powerful edge in combat.

:MECHANICS: It takes one round to cast Stone Fist with slots declared by the caster. The summoned weapon is then usable in the following round. It lasts 1 round for every 2 slots invested, to a max of 8 total. For every 3 slots invested, stone fist has a +1 attack and adds +1 damage on a successful close physical strike. The mage can also use Stone Fist for one Ranged Physical attack, but this will discard the weapon, ending the spell early. Stamina cost is standard for activation, though every attack made with the fist costs an additional 1 stamina on top of regular physical attack costs. This spell can be deactivated early if an attack round is sacrificed.

Upheaval
Level required: 11
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X1:

The Earth Mages temperament may be mild, but his skill upon the earth we all tread on is never questioned. With the use of this spell, the Earth Mage while facing his opponent can command the earth that his opponent is on to shift under their feet, rise up and then fall down upon them for heavy impacting damage as well as throwing them off balance for one round, making it difficult to gain their feet again and cast spells or swing at the earth mage.

MECHANICS: A standard ranged magical attack is made. If successful, the victim of this spell suffers a -5% reduction for every 3 slots used, to attack and defense rolls the round following as well as standard damage. If successful, two full rounds must pass before the spell can be used again on the same opponent. Stamina cost is double.

Medusa
Level required: 15
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X2:

Though turning another person into stone is a very tricky business, convincing them they're made of stone isn't as hard as some might think. Some would dismiss the notion as ludicrous, but an Earth Mage knows how it 'feels' to be a stone, and under the right circumstances can project that strange non-sensation onto others. Catching their opponents gaze with hypnotically stoic eyes, the victim of this spell will freeze in their tracks.. conscious and aware, and yet unable to escape the overpowering notion that they have been rendered statues. In order to project this mindset however, the earth Mage must adopt it.... meaning they too must remain frozen in place.

MECHANICS: A standard ranged magical attack is made against any non-blinded opponent. If successful, the victim is immediately frozen in place. The Mage can maintain this ability 1 round for every 2 slots invested to a max of 8, at an additional cost of 1 stamina per round. Neither the caster nor the victim may attack while this effect is in place, but the victim may choose to defend against the original magical attack on their turn in order to break the effect. If they successfully break the effect, they are free to act in that round at no cost. If they fail to break the effect, they suffer a loss of 4 stamina. Any attack against the opponent will also break the effect. If used on an opponent in flight, the spell also deals standard damage, and immediately grounds them.

Stone Stride (OOB only)
Level required: 15
Class required: Earth Mage
Casting method: none
Defending method: none
Description: Earth Mage X2:

By means of this spell, the Earth Mage can move himself through the earth at unnatural speed, surpassing the fastest men on foot. Upon casting this spell, the Earth Mage sinks into the ground or stone beneath his feet and can travel for miles, just how far is dependent on how well he knows the spell. While within the ground or stone, he can see and hear nothing, though he can sense that others are nearby but is unsure of whom they are. It is akin to being under a deep dark lake without a glimmer of moonlight. The Earth Mage can sense obstructions such as caverns, basements and other empty spots in the ground and can avoid them easily enough. Both immersion and surfacing out of the ground take roughly ten seconds (one post for surfacing) during which the Earth Mage is vulnerable to attack. Because of the nature of this spell, one cannot cast it once they are in combat.

MECHANICS: Casting takes one full round (without interruption), before the Earth Mage is immersed within the earth and can begin to move deep within his element. For every time Earth Mage class is taken, the Earth Mage can travel 5 miles working his way underneath the earth. He is also able to choose not to travel, but to remain still within the ground, however while in the earth, he is unable to tell what might be taking place on the surface, or cast even the most simple of spells. Because of the nature of this magic, no one else is allowed to travel with the Earth Mage by use of this spell. If another Earth Mage casts a spell (Eruption, Gaea's Protecting Hand) on the ground where he is, he must roll a Close Magical Defense to avoid being caught up in the weave of the magic and forced to surface against his will.



Sacrificial Stones
Level required: 15
Class required: Earth Mage
Casting method: clomagatk
Defending method: clomagdef
Description: Earth Mage X2:

With dirt from the ground or sand from his pocket the Earth Mage will conjure fist-sized spheres of stone to orbit their figure like little planets. The pace of their orbit may seem languid, but that is only patience; the stones laying in wait, ready to leap into the path of incoming projectiles in a moments notice, sacrificing themselves to save their creator.

MECHANICS: A standard !clomagatk is made. For every three slots in this spell 1 stone rises to orbit the caster. Stamina cost is standard, with an additional 2 stamina for every stone summoned. The effect lasts 2 rounds for every 3 slots invested, or until all stones have been expended.Cannot be re-cast until the effect has ended. Any ranged attack, magical or physical, which is made against the caster while this effect persists has to beat the value of the above !clomagatk in order for the damage to reach the caster. Each ranged attack targeting the caster will discard/destroy one stone, whether or not that ranged attack is blocked before reaching the caster. Sacrificial stones react to AoE effects in the same way, except that all remaining stones are sacrificed against them, ending the effect. Spells that are capable of having multi targets like dust devil, chain lightning, and fire flick are treated normally, a single stone sacrificed to halt them if able, their effects proceeding as written if not. This spell has no effect on close attacks.


Quicksand
Level required: 15
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X2:

There are few experiences quite so unsettling as slowly sinking into suffocating sand, and the Earth Mage knows it. Exploiting this innate fear and the panic it often inspires, they begin to rapidly spread out the usually tight-packed particles that constitute the ground beneath their opponent or victims feet, turning once soft earth, solid stone, or even hardwood flooring into a soup of sinking sand. The roaming pit of sand is not natural and requires energy to maintain itself, but ingeniously derives that from the struggles of its victims to break free. When it runs out of energy, one even deeply sunken in the mire will be almost forcibly ejected, the ground returning to its natural state. Thus, as it is often told, the best thing to do when trapped in quicksand, is to simply hold still.

:Mechanics: A standard ranged magical attack is made. If successful, the victim will suffer a reduction of 10% to ranged attacks, and 20% to close attacks starting the following round. Each attack round the victim uses to perform any action that is not an evade or talking while the effect persists will cause this effect to stack in the next round. The effect persists 1 round for every 3 slots invested. It cannot exceed a penalty to the victim of 50% ranged, and 100% close. If two attack turns are passed on or used to evade consecutively, the effect ends early. A round in which the victim is unable to act due to other combat effects counts toward this. A successful upheaval cast on the victim will end the effect early; cannot take flight while affected.

Strength of Earth
Level required: 15
Class required: Earth Mage
Casting method: other
Defending method: none
Description: Earth Mage X2:

By means of this spell, the caster absorbs power from the Earth itself, taking on the strength to become the hard place forcing their opponents against the rocks. The Earth Mage needs to lay hands on stone of some kind in order to summon up this unnatural strength, and cannot expect it to last forever.

MECHANICS: For every slot invested, the effect persists one round. While active, the caster receives a bonus to their base STR equal to 5% for every time Earth Mage has been selected as a class. Stamina cost, rather than being based on spell slots, is equal to the amount of str gained, with the generic 1 stam to initiate casting. Focus enchants do not apply to this spell. Once per combat.

Tremor
Level required: 22
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X3

Description: Summoning a true Earthquake requires a mastery of the craft few Earth-Mages could ever hope to attain, but isolated tremors are manageable early in the training, and can be just as devastating against a lone target. Typically accompanied by a the pounding of foot or fist into the ground, the tremor will violently spill the unwary from their feet, and have them struggling to find them again in the aftershock.

:MECHANICS: A standard ranged magical attack is made, with any damage dealt halved. The victim is also prevented from acting in their attack round, excluding only an !evade roll, for 1 round per every 5 slots invested. Any attack against the victim will interrupt this effect. Can only be used once per combat successfully.



Common OOB

Earthen Embrace
Level Required:
Class Required: Earth Mage
Casting Method: None
Defending: None

Description: By drawing upon the power of the earth, and wrapping it around an injured person, the earth mage can channel part of the power of earth into the form so embraced by it, to allow for a small measure of healing to be gained.

Mechanics: Costs five stamina per one point of life to be healed. Can only heal up to fifteen points of life a day, no matter how many people it is used upon

Earthen Creation
Level Required:
Class Required: Earth Mage
Casting Method: None
Defending: None

Description: Using this ability, a geomancer can manipulate the earth for a limited time frame, creating household and everyday items with it, that will serve to assist the Earth mage in their tasks

Mechs: Items created by this spell last for one hour for every time the earth mage class is taken. Not able to create weapons and armor with this, or anything capable of causing physical damage to another

Earthen Clairvoyance
Level Required: 10
Class Required: Earth Mage
Casting Method: None
Defending: None
Description: Earth Mage x1

By entering a trance and pressing his or her fingers to the surface of the earth, the Geomancer can attempt to commune with the spirit of the earth, and seek out images and impressions of things that had happened, or people that had passed by the place of contact recently. The more contact that the mage has with the earth, the deeper the connection might be and the more information that could be drawn from it.

Mechs: By spending three rounds to enter the required trance, of which any disruption will destroy the concentration required, and then by touching the earth in some way, which must be at least the area of both hands, then the Geomancer can ask the spirit of the earth one question about a subject for every time they have taken the Earth Mage Class. Additionally, for each time the Earth mage class is taken, allows for further glimpses into the past, Earth Mage x1 = One week, x2 = Two weeks, x3 = One month, x4 = 3 Months, x5 = 6 Months
Umbara


Vent The Earth
Level required: 15
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X2:
The deepest parts of Belariath are full of things most could never fathom, tightly condensed clouds and corrosive seas of gasses and toxins so deadly as to strike a man dead if a deep breath of such fumes were taken. The Earth Mage can forge a small crack leading all the way down to these deep places in the earth beneath an opponents feet, loosing a pressurized burst of noxious gasses and fumes that can both scald if touched and poison if breathed.

:MECHANICS: A standard ranged magical attack is made. The resulting damage roll is halved, but the victim is also poisoned 1 round for every 4 slots invested, to a max of 4 rounds. While under the effect of this poison, every attack made costs additional stamina. The first attack made while under the effect costs only 1 additional stamina, but this will double with every attack they make from then on. I.E their next attack costs 2 additional stamina, the following 4, the following 8. The effect can be ended early by spells such as cure poison, cleanse flesh, ect. Outdoor only. The stam effect does not stack, meaning re-casting refreshes the extra stam loss to 1 on attack.

Rock Wall
Level required: 15
Class required: Earth Mage
Casting method: !clomagdef
Defending method: none
Description: Earth Mage X2:

Structure is one of the founding principles of Umbara's school of earth-magic, putting aside the effort to internalize their craft, focusing instead on using it to forge the world around them. By this potent spell the Mage can erect solid objects of stone out of the very earth or sand; small walls, narrow monoliths, even tall pillars springing up rapidly where none had been before, all of simple but solid and often flawless design. Whats more, these structures aren't entirely stationary.. very slowly and smoothly sliding across a landscape that often shouldn't allow such. This gives the Mage a unique defensive advantage, being able to manipulate the terrain to their whim, even build a little labyrinth in which to meet their foes. These roaming constructs need their space from one another however, and cannot be used to form a cell.

MECHANICS: A !clomagdef roll is made to conjure 1-5 walls/pillars, at standard cost. Each wall/pillar adds +1 to all forms of def made by the Mage for every 3 slots invested. Every 3 slots of the spell summons 1 wall for a total of 5 at 15 slots. Each wall/pillar will endure until the fight ends, or it is destroyed. A wall can be destroyed by an enemy player who directs their attack against a wall specifically, but that attack must beat the halved result of the !clomagdef roll of Rock Wall. All walls/pillars must be destroyed first before this spell can be cast again. Can be used with Stone Skin, but does not combine with and cannot be activated while sacrificial stones is in effect, nor does it stack with any other out of sphere defensive spells. A damaging AoE that beats the Rock Wall roll will destroy all rock walls, but the EM still receives their defense bonus against that attack. Outdoor only.

Clay Golem
level required: 18
Class Required: Earth Mage
casting method: other
defense method: other
Description: Earth Mage x2:

Easily the most monstrous spell at the Earth Mage's disposal, the caster forces a simple, hungry and malicious consciousness into the clay of the earth, bringing into being a hulking mass, an oozing beast knowing only how to do its makers bidding. From the moment it rises out of the ground however the creature begins to deteriorate, its mass dripping away from it or the open air drying it out every second it remains away from the earth's bosom. The most insidious element of this spell however is that the beast -can- maintain itself, finding sustenance in the blood and pain of its masters enemies.

:MECHANICS: The caster must spend two rounds uninterrupted summoning the clay Golem, declaring slots invested beforehand. If they reach the end of the second round successfully, the clay Golem comes into being and may use the end of that same round for its first attack. The clay golems primary stats (str, int, agi, res) are equal to 10% of the Earth Mages for every time Earth Mage has been selected, maxing out at 50% of all stats. Life and stamina are equal to slots invested. Its attack mod, defense mod, and duration in rounds is equal to 1 for every 3 slots invested. Each unsuccessful attack the Golem makes, it loses 3 life. Each successful attack the Golem makes, it gains 3 life, and its current stamina is restored to full. Capable of Close Magical Attacks only.

Epicenter
Level required: 25
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X4:
Prerequisites: Tremor x 5, Upheaval x 5

With structure comes destruction, one separated from the other by time alone; the Earth Mages of Umbara said to excel at speeding that process. Given time and concentration the Mage attunes his heartbeat to the very enamel of the earth beneath their feet, letting its throbs strike that deep stone like a hammer to the surface of a drum. When those deep vibrations reach the surface, the very ground will rock and heave, shock-waves of thrumming force spreading outward from the Earth Mage made epicenter. Though not the most devastating spell employed in a soft, open meadow, in close quarters with stone on all sides it becomes exceptionally deadly.

:MECHANICS: The earth mage must spend 2 rounds uninterrupted preparing this spell. At the end of the second round, a standard !ranmagatk is made, against which all characters, allied or friendly, engaged in combat around the Earth Mage must defend. If defense is unsuccessful, the victim cannot attack in the following round. A damage roll is made, but is reduced to 0% if there are no Rock Walls active. For each Rock Wall that the caster has active on the field, that damage is increased by 40%, meaning with 5 Rock Walls in play the roll would be !damage # # @200%. Upon completing this spell, all rock walls are struck from play. Works indoors, but only at the minimal effect. Will not destroy structures with stable foundations. Does not effect airborne targets.


Molten Earth
Level required: 30
Class required: Earth Mage
Casting method: ranmagatk
Defending method: ranmagdef
Description: Earth Mage X5:

With the use of this spell, the Earth Mage taps into the violent energies below the worlds crust, summoning the overheated blood of the land to the surface in a violent explosion of fire, earth and steam. This is a powerful spell that the Mage has little control of; able to call it, but not to direct it, or even tame it to their whim. Thin columns of smoke, steam and red-hot liquid stone will begin to erupt from the surrounding landscape.. thick columns of magma and black plumes of toxic gases erupting on all sides. This apocalyptic spell often requires incredible patience... the longer one waits for the Eruption, the more violent and lasting it is bound to be... though sometimes occurring long after the fight is over, if at all.

MECHANICS: To cast a !r1d6 is made with slots invested declared, at normal stamina cost. the result is the rounds of delay after casting before the spell is triggered. On the round the effect is triggered, the casters attack round is used to make a !ranmagatk, which all characters in combat, allied or enemy, must defend against with the exception of the caster. The result of the !r 1d6, i.e rounds waited, is added to the end result of the !damage roll of a successful hit. The caster may perform other actions while waiting the 1-6 rounds between casting and triggering, but should they be suffering an effect that prevents them from rolling attack on the triggering round the spell will be canceled, and any negative effects to attack they are suffering will still apply to the roll. Outdoors required, flight does not avoid.

Umbara OOB

Singing Stones
Level required: 15
Class required: Earth Mage
Casting method: none
Defending method: none
Description: Earth Mage X2:

The Earth Mage lays hands on a fair sized stone or boulder firmly planted in the earth, and breathes into it the impression its the most pristine and responsive of crystals, resonating even the subtlest surrounding vibrations. The stone is perhaps kidding itself, as it does not change in appearance, but as one approaches it even the slightest vibrations might build up within it into a sweetly ringing song. Attractive as the sound may be, the Earth Mage is able to hear it from a near half-mile off. Some Earth Mages wander the grounds of their lodging whispering this odd inclination into the surrounding stones, both to enjoy the soothing chimes of passing mice, and listen for the more jarring rhythm of an intruders footfalls.

:mechanics: Can be used as an alarm at both the Earth mages home and while traveling outdoors. lasts a day for every time earth mage has been selected, a week at EM x 5. The Earth Mage can imbue no more than ten stones with the ability to sing at any one time. This spell is hit or miss if used in quests or events for tactical reasons, at the event runners discretion.


All questions and concerns need to go to the Spells and magic section of the OOC questions and suggestions forum
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