Terramancy
Terramancy is the command of elemental stone and earth, a type of magic that can cause the earth itself to become your weapon and the ground is your ally.
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Rank 1
Stonestrike - Inflict 1d10+5 damage on a successful Attack Spell check
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Rank 2
Certainty - Add +5% to hit with this talent.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Stonestrike - Inflict 1d10+5 damage on a successful Attack Spell check
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Rank 2
Certainty - Add +5% to hit with this talent.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Stonestorm - Add an additional shot for 2 additional AP.
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-- Or --
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Sharpedge - Add +3 to damage.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Piercing - Reduce the effects of armour by 2.
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-- Or --
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Magnetic Shard - Add +10% to hit against any target wearing metal armour.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Density - Inflict an additional 1d10 damage and reduce the cost by 1 AP.
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-- Or --
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Storm of Shards - Reduce the AP cost to one, but increase the cooldown to 3. These cannot be reduced further by any means.
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Rank 1
Rock Prison - On a successful Willpower test the target must make an Agility test or be trapped where they are. They cannot move without spending 5AP to smash the rock trap and take a -10 to Dodge. They can still move as normal on that spot, however, and can fight as normal.
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Rank 2
Ease of Casting - Reduce the AP cost by 1.
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Rank 3
Firmer Grip - Increase the penalty to dodge by 5%.
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Rank 4
(Level 5 and higher)
Rock Prison - On a successful Willpower test the target must make an Agility test or be trapped where they are. They cannot move without spending 5AP to smash the rock trap and take a -10 to Dodge. They can still move as normal on that spot, however, and can fight as normal.
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Rank 2
Ease of Casting - Reduce the AP cost by 1.
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Rank 3
Firmer Grip - Increase the penalty to dodge by 5%.
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Rank 4
(Level 5 and higher)
Difficult to Avoid - The Agility test to avoid the talent becomes Challenging (-10%).
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-- Or --
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Mosh Pit - At a cost of 2 AP the stones move up to 5m away, taking there entrapped target with them.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Crushing Grasp - Inflict 2d10 damage on the target so long as it's affected.
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-- Or --
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Tougher Rock - Increase the AP cost to break free by 1 for every 5 character level.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Stasis - Reduce the target's AP to 1, but the spell lasts only a single round.
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-- Or --
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Entombed - The target's AP is halved for the duration as the rock binds and constrains them.
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Rank 1
Earthquake - Choose a 5m area within the Talent range. All creatures within that area must make an Agility test or fall prone. It costs 3 AP to stand up again.
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Rank 2
Large Area - Increase the affected area to 10m, but it dilutes the power - the Agility test to avoid falling becomes Simple (+10%)
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Earthquake - Choose a 5m area within the Talent range. All creatures within that area must make an Agility test or fall prone. It costs 3 AP to stand up again.
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Rank 2
Large Area - Increase the affected area to 10m, but it dilutes the power - the Agility test to avoid falling becomes Simple (+10%)
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Aftershocks - Increase the duration to 3 rounds.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Strong Shockwaves - The difficulty to avoid falling increases by +10%.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Magnitude - Double the area affected, and the difficulty to resist increases by +10%. Buildings caught within the area tend to be damaged as well.
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-- Or --
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Rank 1
Stone Caller- Summon a Stone Elemental. This construct, forged of the raw substance of Earth Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Stubborn as Stone - Add +10% on Wisdom saves that would affect the Summon's loyalty or remove its master's ability to command.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Stone Caller- Summon a Stone Elemental. This construct, forged of the raw substance of Earth Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Stubborn as Stone - Add +10% on Wisdom saves that would affect the Summon's loyalty or remove its master's ability to command.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1.
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-- Or --
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Multicaller - The caster can maintain a number of Caller spells equal to half there willpower modifier.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Companion of Flame - The Elemental gains one Animal Companion Ability so long as they could qualify for it.
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-- Or --
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Bones of Iron - Increase the Elemental's damage by +3 and increase its armour by +1.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Earth Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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The Stone Shakes - This functions as the Earthquake base Talent, with a range of 3m around the Elemental.
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