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[Shelved][✓] [Magic Lore] Elementalism Earth Pact


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Earth Elementalism

 

The shaman has the ability to manipulate earth after forming a pact with an earth spirit and several lessons. Manipulation of earth is only allowed at T2 due to the shaman’s inexperience at T1. 

 

General Redlines:

  • Voidal or otherwise magically summoned minerals cannot be manipulated.

  • Do not shove dirt or sand into people’s lungs. Why would you do that?

  • Smashing windows is fine, smashing walls is not unless you have  region owner permission.

  • Levitation is forbidden.

 

Combat

 

Move Rock 

The shaman is able to move mineral rock. Unless completely crushed by a T5 projectile it is unlikely an unarmoured target will die outright, although a T4 projectile is likely to cause numerous broken bones for an unarmoured descendant.

 

T2:

  • May move a 1x1 block of rock.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at minimal accuracy with above average difficulty.

T3:

  • May move a 1x2 block of rock.

  • Requires two emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at lower accuracy with moderate difficulty. One emote of chanting.

- 1x2 can be moved at minimal accuracy with above average difficulty. Two emotes of chanting.

T4:

  • May move a 2x2x2 block of rock consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twelve blocks. This applies fatigue.

  • The sheer size of the rock makes it likely to seriously harm someone, and will probably break a bone in the body part it hits and leave them stunned.

  • Accuracy:

- 1x1 can be moved at average accuracy with little difficulty. One emote of chanting.

- 1x2 can be moved at lower accuracy with moderate difficulty. Two emotes of chanting.

- 2x2x2 can be moved at minimal accuracy with above average difficulty. Three emotes of chanting.

T5:

  • May move a 3x3x3 block of rock consisting of any shape.

  • Requires four emotes of chanting for two emotes of movement at the highest tier available, up to a distance of twenty blocks. This applies fatigue.

  • The sheer size of the rock makes it likely to crush someone, and will probably break multiple bones and leave them stunned if hit.

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty. One emote of chanting.

- 1x2 can be moved at average accuracy with a little difficulty. Two emotes of chanting.

- 2x2x2 can be moved at lower accuracy with moderate difficulty. Three emotes of chanting.

- 3x3x3 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting.

 

This applies fatigue for the duration of the chant and the spell’s effect. 

 

Redlines:

  • If there is no visible dirt/sand in the area, then this ability cannot be used.

  • Viable blocks include stone, cobblestone, clay, terracotta, all sandstone and red sandstone variants, all stone brick variants, granite/diorite/andesite, all raw ore blocks, netherrack/netherbrick, etc..

  • While magma blocks can be utilised, they do not retain their heat and cannot burn.

  • Cannot manipulate evocated stone.

  • Cannot be used to suffocate a victim by shoving rocks down their throat.

 

Throwing Rocks 

The shaman pulls small rocks from the ground and flings them randomly at a single target.

 

T4:

  • The shaman is required to chant for two emotes to pull up to three average fist-sized rocks from the ground, before using one emote to hurl them randomly at a single target.

  • The rocks move up to 15 blocks in the one emote of movement. 

T5:

  • The shaman is required to chant for two emotes to pull up to five average fist-sized rocks from the ground, before using one emote to hurl them randomly at a single target.

  • The rocks move up to 15 blocks in the one emote of movement. 

 

Roll Chart:

Victims roll (/roll 20) once per stone thrown at them:

20: Struck in the eye, throat, or temple. Does not kill, but likely to cause severe pain. May cause permanent damage or broken bones.

17-19: Struck in a sensitive area, such as the hands, stomach, or head. Causes severe pain and bruising.

13-16: Painful blow. Causes moderate pain and bruising.

6-12: Glancing blow. Low to no pain, may scrape skin if bad.

1-5: Completely misses.

Victims may use the two emotes the shaman must chant for to protect themselves. This causes all rolls between 20-17 to instead hit as though they rolled 6-12.

 

This applies fatigue for the duration of the chant and the spell’s effect. 

Redlines:

  • While this ability does not require stone blocks to be present, use common sense. There are unlikely to be loose stones in a house.

  • Follow the rolls, and inform targets of them.

  • While you can use this to break windows, you might as well pick up a rock and throw it for the same effect.

 

Moving Sand/Dirt

The shaman is able to pull dirt or sand from their surroundings and move it.

 

T2:

  • May move a 1x1 block of dirt/sand.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at average accuracy with moderate difficulty.

T3:

  • May move a 2x2 block of dirt/sand consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at average accuracy with a little difficulty.

- 2x2 can be moved at low accuracy with moderate difficulty.

T4:

  • May move a 2x2x2 block of dirt/sand consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of twelve blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty.

- 2x2 can be moved at average accuracy with a little difficulty.

- 2x2x2 can be moved at lower accuracy with above average difficulty.

T5:

  • May move a 3x3x3 block of dirt/sand consisting of any shape.

  • Requires four emotes of chanting for three emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • Accuracy:

- 1x1 can be moved at pinpoint accuracy with no difficulty.

- 2x2 can be moved at average accuracy with a little difficulty.

- 2x2x2 can be moved at lower accuracy with moderate difficulty.

- 3x3x3 can be moved at minimal accuracy with above average difficulty.

 

This applies fatigue for the duration of the chant and the spell’s effect. 

 

Redlines:

  • Dirt/sand cannot kill.

  • If there is no visible dirt/sand in the area, then this ability cannot be used.

  • Viable blocks include gravel, dirt, grass block, sand, red sand, soulsand, farmland, coarse dirt, podzol, mycelium, etc..

  • Cannot manipulate evocated earth.

  • Cannot be used to suffocate a victim by shoving mud down their throat.

 

Quicksand Rune

The shaman is able to place down a rune up to ten blocks away from them. When summoned, the rune glows on the ground and after one emote turns sand into quicksand, cobblestone into loose stones, and dirt into thick mud. This effect lasts for two emotes, after which the ground spits any victims up and returns to normal. 

 

T2:

  • Requires three emotes of chanting.

  • Has a 2x2 effect range.

  • Can sink up to a depth of 6”, making movement a little more difficult.

  • Caps people caught in the trap at 6 blocks of movement per emote.

T3:

  • Requires three emotes of chanting.

  • Has a 3x3 effect range.

  • Can sink up to a depth of 1’6”, making movement more difficult.

  • Caps people caught in the trap at 5 blocks of movement per emote.

 

T4:

  • Requires four emotes of chanting.

  • Has a 4x4 effect range.

  • Can sink up to a depth of 2’, making movement much more difficult.

  • Caps people caught in the trap at 4 blocks of movement per emote.

T5:

  • Requires six emotes of chanting.

  • Has a 5x5 effect range.

  • Can sink up to a depth of 2’6”, making movement very difficult.

  • Caps people caught in the trap at 3 blocks of movement per emote.

 

This applies fatigue for the duration of the chant. 

 

Redlines:

  • This ability only works on gravel, cobblestone, dirt, sand, and other “loose” blocks. No stone, terracotta, stone bricks, etc..

  • The shaman can only have two runes down at the same time. The shaman can remove these runes at will. 

  • The shaman is not able to place this rune on anything other than previously stated blocks.

  • This ability cannot kill anyone, and will only slow their movement.

  • Anyone caught in the ability when it ends will be knocked down.

  • Anyone who enters the area of the ability will also succumb to its effects, including the shaman.

  • This ability cannot be used to trap people in the ground permanently. 


 

Non Combat

 

Earth Rune

The shaman is able to place an Earth Rune down. This rune will form great and elaborate symbols, pictures, and sigils upon the ground or on a wall. Examples include short battle scenes, directions, or picture descriptions of an area.

 

T2:

  • Able to create basic animated symbols, such as spinning circles, squares, triangles, linear sigils, etc. spanning one block.

  • Lasts for up to 3 IRL days before needing to be reapplied.

T3:

  • Able to create a moderately detailed  animated scene spanned nine blocks (3x3).

  • Lasts for up to 1 IRL week before needing to be reapplied.

T4:

  • Able to create large and moderately detailed animated murals spanning 16 blocks (4x4)

  • Lasts for up to 2 IRL weeks before needing to be reapplied.

T5:

  • Able to create huge animated murals spanning 25 blocks (5x5) at most. The level of detail is similar to the greatest works of art, and is able to discern between different coloured stones to create a palette.

  • Lasts for up to 1 IRL month before needing to be reapplied.

 

Redlines:

  • Earth Runes can not be used to create Earth. 

  • The shaman can only have two runes down at the same time. The shaman can remove these runes at will. 

  • Being branded with this mark causes pain similar to that of being tattooed. 

  • Please no rude murals. We don’t need obscene graffiti.

 

Land Rune

The shaman is able to put a Land Rune down, forming rudimentary shelters.

 

T2:

  • Able to create two low sand or dirt walls with a ceiling. Drawing from sand or dirt beneath the surface is allowed. These shelters are 3 blocks tall and up to 4 blocks long.

  • Shelters blend in with their surroundings neatly, and should appear natural.

  • Requires three emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant.

T3:

  • Able to create sand or dirt shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 5x5.

  • Sand shelters do not have roofs.

  • A natural 1x2 doorway is included, which can be opened and closed at will by the shaman. The shaman may add features such as windows, stairs, and chimneys if desired.

  • Shelters blend in with their surroundings neatly, and should appear natural.

  • Requires three emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant.

T4:

  • Able to create stone and sandstone shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 5x5.

  • A natural 1x2 doorway is included.

  • Shelters blend in with their surroundings neatly, and should appear natural.

  • Requires two emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant.

T5:

  • Able to create stone and sandstone shelters. Drawing from stone or sandstone beneath the surface is allowed. These shelters are 4 blocks tall, with an interior area of up to 8x8.

  • A natural 1x2 doorway is included. The shaman may add features such as windows, stairs, and chimneys if desired.

  • Shelters blend in with their surroundings neatly, and should appear natural.

  • Requires two emotes of chanting to form the rune. During this time, the shelter slowly grows. This applies fatigue for the duration of the chant.

 

Redlines:

  • Earth Runes can not be used to create earth from nothing. Use materials available to you in your surroundings. 

  • The shaman can only have two runes down at the same time. The shaman can remove these runes at will. 

  • Do not create plain cobblestone abominations. Make them look as natural as possible.

  • RO permission is required in regions that are owned. Regions that are not owned should be modreqed for.

  • Cannot be used in combat, but may be used as a precursor to combat.



 

Land Surfing

The shaman is able to surf upon land out of combat. The shaman is required to chant to have the ground beneath their feet push the shaman along at great speeds. 

Land surfing may be used only out of combat. While land surfing the shaman may not attack or channel another spell. 

 

T3:

  • Requires three emotes of chanting, and lasts for five emotes.

  • Maximum speed is capped at 15 blocks per emote.

  • Cannot scale cliffs.

T4:

  • Requires three emotes of chanting, and lasts for six emotes.

  • Maximum speed is capped at 20 blocks per emote.

  • Can scale cliffs no taller than five blocks high.

T5:

  • Requires three emotes of chanting, and lasts for eight emotes.

  • Maximum speed is capped at 25 blocks per emote.

  • Can scale cliffs no taller than ten blocks high.

 

Redlines:

  • ET members are openly allowed to engage players in combat or the sort during an event they host. Should the ET member engage players in CRP during this spell, players may defend themselves accordingly. 

  • Shamans are not able to engage in CRP whilst Land Surfing. 

  • Shamans may not channel another spell during Land Surfing. 

  • Shamans are still affected by gravity and may not travel over any surface that is not solid mineral rock, dirt, mud, or sand. Common sense applies.

 

Earth Bridges and Pathways

The shaman is able to create a bridge or  pathway using the earth around them. The bridge or pathway will fade after four emotes. They can be used to scale a cliff or hill, cross a ravine, or conceal an entrance.

Mineral Rock Bridges and Pathways: These are sturdy and can bear the weight of any being or creature that can fit on it.

Sand/Dirt Bridges and Pathways: These may only support a single descendant of up to 500lb. This excludes Ologs and other heavyweight CA creatures. These bridges may only support the weight of the smallest ponies, such as those that a halfling might ride.

 

T3:

  • After three emotes of chanting, the shaman may summon a bridge of up to 1 block in width and 5 in length.

T4:

  • After three emotes of chanting, the shaman may summon a bridge of up to 2 blocks in width and 10 in length.

T5:

  • After three emotes of chanting, the shaman may summon a bridge of up to 3 blocks in width and 15 in length.

 

Redlines:

  • ET is openly allowed to engage players in combat or the sort during an event they host. Should the ET engage players in CRP during this spell, players may defend themselves accordingly. 

  • This spell can not be used during direct CRP. 

  • If the spell ends when a person is on the bridge, they will fall.

  • Pathways may not defy gravity. 

  • Do not use this to raid or scale the walls of settlements without permission from an RO or PRO of that region.

 

Summon the Earth

A Tier 5 shaman is able to pool all of their resources and drag a giant rift in the earth, forming monumental ravines or mountains. These constructs must be no deeper or higher than 30 blocks and may span no greater than 30 blocks in diameter, and require PRO permission. Multiple Earth Elementalists may come together to produce greater and grander feats. For every extra shaman the height and diameter limitations are increased by 20, up to a maximum of 80 blocks deep/high and 80 blocks in diameter.

Shamans involved must chant for ten emotes, doing all they can to summon the pure strength of their pacted spirit. This may involve singing, dancing, shows of strength, or leading a group of worshippers in the chant. This applies fatigue to the shaman throughout the chanting.

 

Redlines:

  • Requires PRO permission.

  • Make it natural. No cobblestone abominations.

  • Obviously cannot be used in combat.

 

Spirit Marks 

The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead.

 

 The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does.


 

Redlines: 

  • Only T5 shamans may place a Spirit Mark upon someone. 

  • Mark causes as much pain as a tattoo. It is required to be placed on bare skin. 

  • Mark only lasts for two IRL days for non-spirit worshippers.  Spirit Worshippers may bear a Spirit Mark for three IRL days. shamans are not able to remove the mark once placed.

  • Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication.

  • Spirit Marks grant only: 

  • Earth Rune, Land Rune, Land Surfing, and Earth Pathways/Bridges at the shaman's own personal discretion. These abilities for the marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. 

  • The Marked are not able to grant Spirit Marks to others. Only shamans may apply a spirit mark. 

  • The Marked do not chant to channel the ability. Meaning they do not suffer or boon from the volume of chanting. 

  • The Marked may only use any ability once per hour.

  • This cannot be used to find out whether someone is a dark mage/shade/whatever other spooky things there are.


 

Earth Elemental

The Shaman is able to summon an elemental using stone, dirt, or sand from up to twenty blocks away. The Earth Elemental is able to move through/around non-magically created water, air and flames with no effects. Magically created air will harm it as described by the source of magical air. 

 

The elemental is limited to six blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Earth Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from stone, dirt, or sand hardened into a solid form. Objects will simply pass around or be knocked away when colliding with the elemental. It can only be damaged by magical projectiles and blunt weapons.

The Elemental is not resistant to magic, and can attempt to push away physical attacks.

 

Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. 

Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. 

While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. 

Protection of the shaman is the number one priority. 

 

Summoning the Elemental

 

Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling.

This applies fatigue for the duration of the chant and the spell’s effects. 

 

Earth Elemental Appearance/Info

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The Earth Elemental appears as solid rocks bound together, with an upper torso consisting of two limbs, and a neck that supports a featureless head. It stands 3 blocks tall and 2 blocks wide. It may have a maximum of two arms and two legs.

 

Elemental Abilities

With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it.

 

Rock Form: The Earth Elemental is made from solid rock. Bladed weapons must act in accordance with such. Strikes to the rock like a form of the Elemental with bladed objects may chip small amounts of rock but in most circumstances will chip the blade instead. Blunt weapons require accurate strikes and force to remove rock from the form. These blunt weapons are highly effective when damaging the form of the Elemental. It takes approximately six strikes with a blunt weapon to dismantle the elemental.

The Earth Elemental hits with the strength of an orc.

 

Earth Wall: The Elemental spends two emotes channeling. They may move during this. They may not channel another ability or perform melee attacks. Upon the third emote, the Elemental raises a 2x3 block wall of rock. This wall will repel up to two T5 magic projectiles before disintegrating. This spell has a range of eight blocks from the elemental. This wall will last for two emotes.  It requires high amounts of kinetic force to disrupt or break the wall. 

 

Boulder Toss: The Elemental is able to toss its arm from its form. The Elemental requires two emotes to roll the rocks that make its form together to a 1x1 rock up to twelve blocks from itself. These rocks cause severe blunt trauma upon contact, breaking the bones of foes unlucky enough to get caught beneath it. 

 

Protect: The Elemental uses one emote to move up to ten blocks towards their shaman to protect them. Enemies in the way are knocked down. The Elemental cannot attack during this time. This ability cannot prevent an attack that has already happened.

 

Unravel: The Elemental is able to be sacrificed. Taking three emotes, the Elemental can start to unravel its form. It may move up three blocks per emote. After the third emote. The expanding form of the Elemental rushes out in 5x5x5 blocks in a circle around their standing point. This will send the rocks flying outward from the Elemental. These rocks cause blunt trauma, rarely killing targets unless a blow is dealt to the cranium. 

 

Redlines

  • Only one Elemental may be out at a single time per shaman. 

  • The Earth Elemental is not able to repair or replace rocks upon its form. 

  • Boulder Toss will remove a single arm of the Elemental. The Elemental may not recover a lost arm. 

  • The Earth Elemental may only move six blocks per emote, unless using Protect.

  • The Shaman is not able to move or channel other spells when controlling the Elemental.

  • Disrupting the shamans concentration will dispel the Elemental.

  • The Earth Elemental requires two-thirds of its form to remain summoned. 

  • The Earth Elemental does not have durability beyond that of natural stone. 

Should the shaman be within range of Unravel, they will also be struck by it.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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