Terra Elemental Physical / Metaphysical Law in Project Chaos | World Anvil

Terra Elemental

Description

The very bones of worlds, dust and rock that living creatures walk upon, Terra Elemental is the ability to manipulate the rock that is walked upon by deconstructing them at the molecular level, then restructuring them to give the existing rock new form. Mages practicing in Terra elemental are given the titles of Geomancers.   Unlike the other 4 Parent elements, Terra elemental is not formed from seemingly mid-air. Rather, Terra elemental is always casted from a surface i.e., Terra structures cannot be made directly in the hands unless the Geomancer happens to be touching the ground.   Of the 4 Parent elements, Terra elemental is the most understood and most widely used. As such, Terra elemental also happens to be the easiest of the 4 Parent elements to use. As it sits on the Neutral Line, Terra elemental cab be associated both order and disorder.  

Theories

Terra elemental is broken down into 4 core fundamental theories: Geographic Composition Theory, Deconstruction Theory, Reconstruction Theory, and Vector Theory.   Geographic Composition Theory is the study of materials that make up grounds i.e. the very dirt that is walked upon. This is also the most mundane part of learning Terra Elemental as the mage will continuously study this theory from day one of their training until they reach, at the very least, Apprentice level. This theory extends all the way into Master levels of skill.   Deconstruction Theory is the study and practices of the deconstruction of solid materials, specifically those found in the ground. Deconstruction theory teaches mages how to deconstruct a solid at the molecular level.   Reconstruction Theory is the study and practices of reconstructing solid materials that have been deconstructed. This theory teaches mages how to reform deconstructed objects into new desirable forms.   Vector Theory is the final theory that the mage will learn. This theory is unique to Terra elemental in that unlike Ignis, Aqua, and Ventus which are much more “fluid" in their castings, Terra Elemental requires much more force to expel projectiles from hands and surfaces. All mages can easily manipulate potential and kinetic energies to launch projectiles. Vector Theory takes this one step further. Vector Theory teaches mages how to increase control over vectors of solid objects, specifically created Terra structures. The force needed to launch a spell is not immense, but to projectiles like spikes and spears, the force needed is much more and is more taxing on a mana pool.  

Practicalities

The core practicalities of Terra Elemental are directly reflective of a mages understanding of each theory.   The first practicality is not a true practicality. Instead it a traditional written test that a mage must take on the understandings of geographic compositions. All the mage must do is pass the test.   The second practicality is Material Deconstruction. The mage is able to successfully deconstruct a solid object. In all cases, it is simply a rock.   The third practicality is Material Reconstruction. The mage is able to successfully deconstruct a solid object, then reconstruct it into a perfect sphere within the time-span of a single second.   The fourth and final practicality is Projection. The mage successfully launches an object over a set distance and speed. Once a mage is able to complete Projection, they are allowed the rank of a proper Geomancer.

Fighting Style

Terra elemental is primarily a defensive element. Terra elemental can defend against most offensive attacks from all other parent elements.   Being primarily defensive in combat, Geomancers typically stay behind pyromancers, aquamancers, and aeromancers. In typical combat roles, the Geomancer fulfills the defensive role first, then offensive. A geomancer's primary objective is to defend his offensive counterparts. The geomancer also always stays in front of any Spiritualists (mages specializing in the Spiritual Pillar of magic), defending them as well from any oncoming attacks.   By the time a Geomancer sees combat, spell casting should be autonomous. Geomancers tend to move very little, constantly observing the battlefield for any incoming spells or enemies. Should the geomancer spot an incoming spell, they can simply defend with a Terra Wall or shield, casted from a distance to protect say, a pyromancer in combat. Geomancers must have keen awareness skills and even faster reflexes than either pyromancers, aquamancers, and aeromancers as the burden of protecting all three is up to the Geomancer, especially if no Spiritual Mage is around.   Offensively, Geomancers can deal devastating attacks that can cripple singular and numerous combatants. The Terra Spike is the staple offensive spell of Terra elemental. Another way of being offensively is trapping victims in domes of rock and then crushing them to death inside, although this method of attack is much higher level than a Terra Spike.   Of the 4 parent elements, Terra elemental requires the least amount of mana to cast a spell as Terra elemental is focused primarily on casting and not manipulation. Being that Terra elemental deals with physical elements, there is very little need to focus on maintaining manipulation. As such, geomancers tend to have much higher stamina and in turn, a larger mana pool.

Casting Methods

There are 3 casting methods to Terra elemental: Surface Formation, Fire and Forget, and Remote Distance.   The most common of casting methods are the surface formation spells which contains 2 sub-casting methods itself.   Direct Surface Casting spells are spells that the geomancer casts by coming into direct contact with a surface via the hands. The geomancer can then casts whatever spell they wish, however, should they decide to convert this to a fire and forget cast, the mage is at a disadvantage as the shot projectile can only be launched at angles of 180° off the surface. These spells consume the least amount of mana due to their ease of casting.   Indirect Surface Casting spells are spells that the geomancer casts without direct contact with a surface up to 5ft away from their hand(s). The geomancer uses ranged vector control to create a Terra Formation that can either be launched weakly towards their hands to be used as projectiles, or to create a singular structure such as wall.   Fire and Forget spells are spells that the geomancer can use as ranged, offensive attacks. These spells are casted via the geomancer creating a terra formation, usually a Spike or in advanced users, spears. The geomancer holds the projectile in the hand and uses Vector Theory to launch the projectile as high velocities. Being that these projectiles are physical and much heavier than Ignis, Aqua, and Ventus projectiles, they are at the full mercy of gravity. Terra projectiles distance of effectiveness is dependent on the velocity and force it was launched at.   Remote Distance spells are spells that can be casted up to more than 5ft of a geomancer's hand(s). Not to be confused with Indirect Castings, these spells are not only an extension of ranged casting but also implements higher levels of Vector Theory to allow the geomancer much more control over created formations at longer distances. Remote distant casting is the most difficult of castings and takes up the most mana as well as focus.  

Spell Examples

Terra Wall: A defensive wall made from the Earth that can defend against most other projectiles in most circumstances. Can be casted either direct, indirect surface or remote distant.   Terra Spike: A sharpened spike made from the Earth, usually no more than 6" in length that is shot towards a targeted location. The spike can easily penetrate flesh and vital organs if shot with the accuracy. Can be casted in all methods.   Skewer: A spike made from the ground that extends from a surface towards a location. The skewer is sharp and can easily impale a fleshed target.   Terra Shield: A defensive spell that creates a large shield around a targeted area. Can be used defensive or offensively. The spell can be used to defend against an area of effect attack or used to trap foes in which another offensive spell can be used to give said foe no movement to dodge. Advanced users can shrink the shield to crush enemies inside.   Towers of Rain: An expert level spell in which multiple towers are created. The towers can then be manipulated to create up to hundreds even thousands of spikes or spears which can then be launched in various directions, covering a large area.   Executioner's Pit: A large spot of the ground is deconstructed. Any caught in the spell are dropped into the created pit, and are the mercy of the geomancer. The geomancer can either crush anyone inside, impale, or simply have another mage deal the killing spell.   Golem: A massive formation that takes shape resembling a golem. The golem itself can act as a large stationary shield and nothing else.   Golem Puppeteering: A golem that is controlled via Terra Strings created by the geomancer. The golem becomes a walking fortress, defending against high level attacks as well as dishing out major physical damage. The golem can be enhanced via a variety of other elements; one example is Ignis, which turns the golem into the Burning Golem. Golem puppeteering as powerful as it is, uses up massives amounts of mana as each string needed to control the golem's body requires constant manipulation.

Strengths, Weaknesses, and Overcoming of Weaknesses

Although Terra can easily block the incoming burns of a firebolt or the heats of radiance shifts, Terra elemental is prone to the violent nature that is Ignis elemental. A simple fireball of enough skill will be able to blow up most Terra Formations and turn the formations into debris that can harm the geomancer. Skilled enough pyromancers can also get around Terra formations via pathing and storm type spells.   Aqua elemental is the biggest advantage that Terra elemental has against. Most Aqua spells will fail in penetrating a Terra formation. In addition, Aqua spells can be absorbed by Terra formations turning them into mire which is difficult for hydromancers to manipulate, even more so in combat situations. Aqua elemental can beat Terra elemental, however it is extremely difficult. Stream spells within Aqua elemental can erode, rather, cut away at structures. This takes time however, unless the hydromancer is quick enough to instantly cut through a formation, which, in most cases is not. Aside from that, stream spells also put hydromancers at a severe disadvantage as they take up large amounts of mana whereas geomancers simply create their formation and forget about it (no longer needing mana to keep the structure up). Geomancers will almost always outlast a hydromancer.   Regarding Ventus elemental, Terra elemental is neutral to it. Both magics can negate and overcome each other.

Complimentary Elements

Terra elemental and Ventus elemental both sit on the Neutral Line and in theory and practicality can be combined. However, the element that is produced is not a true Secondary Element. Instead the elements is considered a by-element, the only one created under these circumstances.   Terra and Ignis combined create Crystallus/Crystal elemental. A common misconception is that the two combined actually create Lava elemental. This is not the case, as Ignis elemental itself cannot supply enough heat in the long frame of time to melt rock.   Terra and Aqua combined create Lignum/Wood elemental.

Supplementary Abilities

Supplementary abilities, or byproduct elements, shortened to by-elements, are elements that are not deemed as host nor child elements (elements that belong to a lineage of any of the 4 Parent elements). Thus, by-elements are not listed on the Pillar.   Ignis and Terra performed at the same time create a Pseudo-Explosion elemental of a far weaker scale.   Aqua and Terra performed together create Mud elemental.   Ventus and Terra combined or performed together create Dust elemental.

Secondary Elements & The Law of Neutrality

Terra elemental can represent both order and disorder and teaches ideas based on both. Terra elemental sits right on the Neutral Line, which means that in theory and practicality, can combine with all elements on the Elemental Pillar.   The theories and practicalities of Terra elemental are core to a number of secondary elements such as Organikos and Magnese elementals.

Terra Translated

-English: Earth   -Ancient Demon Romanized: Iin'zuk'eniil   -Elder Demon Romanized: Vil'faalenil   -Modern Demon: Tarakz   -Angelic: Szenti

Notable Users

-Daniel Arena   -Draven Saleos   -Vik'kru Avernia

Limits to Terra Elemental

  Terra Elemental cannot...   -Create structures from synthetic materials.   -Manipulate organic materials, see Lignum Elemental (still a WIP).   -Manipulate crystals or gems, see Crystallus Elemental (still a WIP)   -Manipulate metals, see Metallum Elemental (still a WIP)   -Manipulate mud, unless the Geomancer has skill in Aqua elemental.

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