Geomancy
From ElanVital
Contents |
Basic Facts
Colloquial name: Earth Magic
Official name: Geomancy
Most commonly used name: Geomancy
Discovery: In 306, by Jacob Linden, the Proto-Elementalist.
Skill Definition: Geomancy, also known as earth magic, is the ability to manipulate and create solid objects. A very versatile power, Geomancy has perhaps been the most important tool in Petakova's arsenal. It has been used for the vast majority of Petakova's housing, creating solid homes and buildings out of the rocky ground. Geomancers are quite common among mages; all the same, there is a nigh-insatiable demand for their services.
Common Uses: Construction tops the list; when older buildings in Petakova crumbled, they were replaced by buildings crafted through geomancy. As these are often single seamless pieces of stone, they are extremely durable, and the thick walls are good at preserving comfortable temperatures in both winter and summer. Geomancers are often kept busy by various construction tasks, and also frequently shore up the great walls that protect Titania from the beasts outside.
Second beyond construction would be transmutation- chemist-trained geomancers work long and difficult hours changing common materials into rarer components. Titania is naturally somewhat devoid of metals and ores, and thus geomancers provide a fair bit of the raw material for metal-working projects, accounting for a good deal of Petakova's exports to Stocklin.
Less often, geomancers use their powers to aid their own crafting/creative efforts, in the making of arms, armor, clothing or similar products. It does allow them to skip certain aspects of the process, creating cheaper goods. It is also worth noting that geomancy's flexibility also lends it to a wide range of combative uses.
Skills Potentially Scaled
Glassblowing
Percussion Instruments
Sculpting
Lockpicking
Chemistry
Geology
Archaic Weaponsmith
Architecture
Armorsmith
Blacksmith
Carpentry
Tailoring
Rule Information
Rule Notes: Like all magical skills, the skill should only be rolled if it is not duplicating the effect of a mundane skill; if it is duplicating the effect of a mundane skill, roll that skill. For more information, read Magic.
Common Modifiers: Geomancy is typically rolled at 0.
Combat Rules
Base Damage: 1
Bonus from Magic Combat?: Yes
Damage Type: Cut (treatable with Surgery) or Blunt (treatable with Trauma Medicine)
Roll Result Chart
Terrible: Roll pebbles around on the ground. Make potholes.
Poor: Melt small amounts of rock. Modify a few square feets' worth of material.
Mediocre: Create recognizable objects of the same material from anything solid nearby.
Fair: If rolling Chemistry modified by Geomancy, transmute small amounts of material into simple, typically single-element structures.
Good: Reshape considerable amounts of mass on a whim, engrave delicately enough to write on a ring.
Great: If rolling Chemistry, transmute material into more complex structures, including even mimicked organic material.
Superb: Reshape large amounts of mass on a whim, able to make a small building in a single day; transmute up to two ounces of material a day.
Legendary: Reshape titanic amounts of mass on a whim, able to make a large building in a single day. Transmute up to four ounces of material a day. Engrave delicately enough to produce super-fine filigree or write your name on a grain of rice.