Geomancy Spell in Arc Sagas | World Anvil

Geomancy

Geomancy is the ancient magic of Elementals: Fire, Water, Air, and Earth. House of Geo is represented by a ring comprised of the aforementioned Primary Elements; the stars inside the ring represents the secondary Elements (Cold, Metal, Lightning, Verdant). Generalist Geomancers prefer earth tones or Yellow while specialist Geomancers prefer colors related to their Elements, such as Red for Fire. The House of Geo is also one of the most divided schools of magic, as it is a collection of the magical traditions of the Elementals and the Sijinn people.

Geomancy spells use the Elements to attack enemies or change the environment. Geomancers are sensitive to Leylines that run between the realms of the Elemental worlds and the material realm. They are connected to the Elemental Sources, wells of power which course through Geomancy's Spellcraft. Attuned to great Sources of Elemental magic, Geomancers are formidable on the battlefield.

Effect


Primary Elements:
Fire, Water, Air, and Earth comprise the primary elements. Those that specialize in these are well- known, as it is an ancient magical tradition for most cultures. Specialists in one form of Geomancy are attuned to the element and its associations, able to sense the location or reserves of their chosen Element.
Secondary Elements: Cold, Lightning, Acid, Verdant comprise the Secondary Elements. These forms of Geomancy represent the fusion and transmutation of Primary Elements. More often than not, generalist Geomancers learn a wide breadth of spells due to the associations they create between the Primary and Secondary Elements.
Elementals:
Geomancers are able to summon and create Elementals from their native Source. These animate elements will act on the command of the Caster and are different from the summoning spells of the Domi. The raw energy of a Source infuses the spells crafted by the Geomancer.
Leyline (Divination):
Geomancers are also able to sense Leylines, magical nodes and portals associated with their favored Elements. They are able to extract Source energy from these points, which can replenish their spells. Geomancers use their ability to find Leylines as a means to travel as well. Typically, these kinds of magical phenomenon offer opportunities for a Geomancer to expand their abilities.
Elemental (Control & Banish):
In addition to being able to control their specific element, Geomancers can also control Elementals, if they are able to impress their Will upon it. They are also able to Banish Elementals and other entities with an element in their description.
Protection (from Elements):
Elemental Shield and Resistance spells are able to protect the Geomancer from Elemental damage. The most powerful shields offer full protection.
Channel (Elemental):
Much like Divine Casters, such as Mystics or Oracles, Geomancers can channel Source. Raw Elemental power is coursed through the Caster to provide the spell's effect, but the Caster remains Focused to gain the benefit of a long duration. Channeling is potent but it is exhaustive on a Caster's reservoir of magic.
Incarnate:
A Geomancer takes on the form or aspects of an Elemental. While in these forms, the Geomancer is often imbued with the chosen Elemental's strengths and vulnerabilities. Geomancers have to be careful about assuming Incarnate forms; the connection to the Source is dangerous and Casters risk losing themselves in the transferrence of the Source.

Side/Secondary Effects

Primary Elements:
Access to the powers of the Primary Elements allow the Caster to create powerful effects. The raw elemental effects can leave conditions on others. For example, certain Fire spells leave the "Burning" condition on a Subject, causing additional damage over time. Stacking magical elemental effects works- as long as the Elements aren't in opposition with each other. Many creatures are either weak or resistant to Elemental effects.
Synergistic & Opposing Elements:
Of the Primary Elements, Fire synergizes with Air, Lightning, and Acid, opposed by Water and Cold. Earth synergizes with Verdant, Acid, and Water, opposed by Air. Air is synergized by Water, Fire, and Lightning, opposed by Earth. Water synergizes with Air, Lightning, Earth, and Verdant, opposed by Fire and Acid. Lightning synergizes with Fire, Air and Water, opposed by Earth. Cold synergizes with Water, Air and Earth; opposed by Fire. Verdant synergizes with Water, Earth, and Air; opposed by Fire. Acid synergizes with Fire, Earth, and Verdant; opposed by Air.
Elementals (Banish):
Specific spells can utterly Banish Elementals if they are drawn from an outside Source. Battles between Geomancers or those proficient with certain Geomancy spells, often turn into bouts of conjuring Elementals from Source and banishing them. Spell failure results when a Geomancer is unable to break the resistance of the Elemental.
Synergies & Opposing Elements (Explained)
Referring to the list above, Geomancy spells often carry vulnerabilities to other Elements in the form of their opposing Elements. When using spells that have Elements in their description to determine the total damage to a Geomancer's Elemental Shield or Resisitance effect, the damage is doubled in many cases. Taking advantage of an enemies' vulnerabilities to Elements is a special tactic of Geomancers.
Absorb (Elements):
Absorbtion spells can absorb an Elemental attack to protect the Caster, replenishing any lost amounts of health sustained from prior damage. These effects normally last for as long as the spell itself retains a pool of Source.
Leylines (Protection):
When close to an opposing Leyline, the Geomancer's magic may alter. Spells or abilities may work differently, therefore, a Geomancer should be cautious about casting their spells in the range of volatile field of Elemental opposition.

Range of Effect:
Geomancy spells have the most diverse list of ranges and shapes.
Incarnate (Transmute):
One of the most spectacular effects of Geomancy is the ability to transform the world around them with the Element they cast. This is the most dangerous form of Geomancy as the effects are often dire, turning whole areas into elemental waste and wonder. In the hands of evil Geomancers, the effects are devestating.

Manifestation


Based on the Element in the spell descriptor, Geomancy is sudden once raw Elemental Source has been channeled. Geomancers focus their magic through the expression of Elements, drawing upon their raw and primal forces to produce effects. The Caster may call upon the Element in an invocation or through base components. Preferred by the Element, the offerings create the correct conditions for the Caster to manifest their power. Alcohol, for example, is flammable and thus, a common material component for Fire spells.

Dynamic gestures of a Geomancy spell often reflect the Element that they are associated with. They are either subtle and simple gestures or broad and complex, depending upon the spell.

Source


Source (Fire, Acid, Water, Cold, Air, Lightning, Earth)/ Source (Nature)*

* Verdant energy is found both in the Geomancy and Verdamancy Houses, as its Source is Nature.

Material Components
Material Components: Associated to the Element (Ex: Ashes/ charcoal for Fire).
Physical Source: Element accessible, environment. (Ex: Moisture in Air).
Totems: Figures representing Elements, Elementals or natural Source.
Crystals: Associated with the Elements.
Gestures & Ritual
Somatic: Simple to Complex.
Verbal: Unusually.
Related Element
FIRE, WATER, AIR, EARTH, LIGHTNING, ACID, COLD, VERDANT
Applied Restriction
Geomancers should be cautious about fusing with elements through Incarnation abilities. Casters are said to lose themselves in the flux of the Source.


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