Saiken Online
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Geomancy

Go down

Geomancy    Empty Geomancy

Post  KitsuneWarlock Sun Nov 13, 2011 4:04 pm

Geomancy and Hearth Magic are technically Fox Clan specific magics. The back draw is simply that Fox Clan members must defend their forest at all costs. They can do nothing that will harm their forests, and even if on the other side of the empire must drop everything they are doing to come back to defend the sacred woods of their homeland (unless, of course, their current actions inadvertently defend their homeland). Non-Fox Clan members (or Ex-Fox Clan Members) can take these by taking the Know the School benefit (see the Benefit approval thread), which costs 3 points and requires approval by a clan leader, as well as at least 10 reputation with the fox clan.

Geomancy (2 points per rank; Max Ranks: 3)

Geomancy is thought by many to be Onmyouji magic cast like a Shugenja. That is, you communicate with the 5 Onmyouji elements that compose the physical realm, but you request and petition these elements to help you, rather than control them.

Geomancy is the ability to sense that which cannot be normally seen by human eyes or heard by human ears by communicating with the raw life force of nature in respect to the earth. This is not communication with the kami of the earth, perse', so much as communication with the earth as a whole entity. Practitioners usually carry a small bag filled with various stones and pieces of metal that would appear entirely worthless to anyone but another geomancer. By divining with these items, geomancers can use the earth to search, speak or even travel far distances. See the Geomancy section for more information. Although usually only primary casters (onmyouji and shugenja) use these tools to their fullest extent (max ranks: 3), secondary casters (kiho users like monks and shaman) can utilize these abilities to a limited extent (up to 2nd level powers; max 2 ranks). Non-casters can use these skills only at the most fundamental level (1st level powers only; max 1 rank). Each rank determines how powerful of a power you can cast using Geomancy. The components for Geomancy are free if you are with good standing with the clan. Otherwise, it costs 150 koku for the properly attuned tools.

In each major city (i.e. cities listed on the main map) and even many minor cities there is at least one spot "attuned" for geomancy (usually the home of an onmyouji who uses these materials as components for his or her spells, or else the local fortune-teller).

Geomancy spells are categorized in the following way:

Name:
Components: These are the components in your geomancy bag.
Extra Components: These are the components not in your geomancy bag.
Target:
Range:
Duration:
Casting Time:
Effect:


Rank 1 Geomancy Spells:

Name: Sense the Breeze
Element: Air
Components: 3 Attuned Stones
Extra Components: 1 glass or clay vial of air (cost: 1 bu)
Target: 1 Location
Range: 20 miles per hour
Duration: Casting time
Casting Time: x hours (see range)
Effect:

The air in the vial becomes linked with the air in the target location (which can be any place as particular as a 5 foot square or as vague as an entire house). If the air in the vial is released within the duration of the spell, the person who breaths in this air is astrally projected towards the target. They will be able to see, hear and smell anything that occurs in the target's location. They cannot be perceived in the location and can float through the location at will, but their "astral form" ("form used loosely in this case") cannot leave the location in question. Although the location cannot be larger than a small house (about 40ft by 40ft), a geomancer can draw several runes around a location and make it as large as he or she wishes. However, if the runes are destroyed, the spell ends immediately. Furthermore, the caster must have visited the location at least once. The astral form lasts up to an amount of time equal to the time spent casting the spell.

There are many times in which locations are blocked from the caster (usually a result of Maho, strong kekkai or strong evil auras).

Name: Eyes of Fire
Element: Fire
Components: 1 Lens, a pinch of ash
Extra Components: None
Target: Yourself
Range: 5ft per Rank
Duration: 10 minutes per rank
Casting Time: 5 minutes
Effect: Allows eh user to see the infared spectrum. While this allows an otherwise blind person to "see" though the heat around him, including through walls, it confers a -1 penalty to agility and your weapon skill and only lets you see through walls up to 1 ft per rank.

Name: Core of Iron
Element: Metal
Components: An iron bell
Extra Components: Dirt (see below)
Target: The bell
Range: 5 feet per rank
Duration: 1 hour per rank
Casting Time: 2 hours
Effect: Allows the user to "detect" the movement of all metals in the area of effect. If any metal moves within the area of effect (which can be lowered of course) during the duration of the spell, the bell will ring as if the metal struck it. The "area" moves along with the bell. Any metal present during the casting (which is covered in dirt during the ritual) or metal covered in wood (including a saya) are undetected by this spell.

Name: Through the Roots ('Ni Nobiru Fukai')
Element: Wood
Components: An attuned twig
Extra Components: At least two rooted plants of a similar species within range
Target: the plant
Range: 1 mile per rank*
Duration: 1 hour
Casting Time: 1 hour -10 minutes per total rank*
Effect: The user touches one plant and can immediately "see" through any other plant that is also rooted. If either plant is destroyed in this process, the connection is severed and the caster takes minor damage. By "similiar species", this spell refers to "trees", "grasses", "bushes", "tall grasses", etc... as "similiar enough" for this spell to work. The plant in question must have leaves or flowers.
*Unlike normally, rank related variables marked with an asterisk in this spell is always calculated as "best for you". So if you have 5 ranks, the casting time will only be 10 minutes even if you cast this spell as a rank 1 spell.

Name: Heart of Water
Element: Water
Components: 1 small attuned vial
Extra Components: Water to fill the vial, silver slivers (costing 100 koku)
Target: The vial
Range: 1 foot per rank
Duration: 1 day
Casting Time: 12 hours
Effect: If the vial is drunk within the duration of the spell effect, the user opens up his or her senses to a piece of the channels of the element of water for a short amount of time (1 round per rank). During this time, any movement made within the range of the effect is sensed by the caster (except by creatures with "no water", such as a fire kami).

Rank 2 Geomancy Spells:

Name:
Element: Fire
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Air
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Metal
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Wood
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Water
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Rank 3 Geomancy Spells:

Name:
Element: Fire
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Air
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Metal
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Wood
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Water
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:
Kitsune
03-05-2008, 04:05 PM
Hearth Magic (2 points per rank; Max ranks: 3)

Unlike geomancy which can be used anywhere on the planet, Hearth magic is a special form of casting that can only be used within an area that has recognized the user (and that the user has attuned with) as his or her "home" (even if temporary). The more time a hearth magic user has within a designated "hearth", the stronger the magic of the hearth itself. However, like geomancy, hearth magic is not a "flashy" form of spellcasting, but can benefit users and allies in very subtle methods (such as creating pools of energy to draw upon, healing users while they remain in a hearth or even making users in a hearth stronger or faster). Unlike Geomancy, Hearth Magic's effectiveness is not based on how good of spellcaster the user is so much as how spiritual the user is when it comes to defining a "home". Sohei, Monk, Shugenja and Shaman characters (who are trained to guard temples and shrines) can cast up to 3rd level powers (max: 3 ranks). Other classes can cast up to 2nd level powers (max: 2 ranks).

Each rank determines how powerful of a power you can cast using Hearth Magic. The components for Hearth Magic are free if you are with good standing with the clan. Otherwise, it costs 100 koku for the properly attuned tools, and 10 koku for components that are "used up" while casting a spell (such as incense) per rank of the spell cast. Hearth magic spells use the same format is geomancy spells, except for "range", which is always the hearth.

Hearth Magic spells are categorized in the following way (save for 1st level):

Name:
Components: These are the components in your hearth magic tool kit.
Extra Components: These are the components not in your hearth magic tool kit.
Target:
Range:
Duration:
Casting Time:
Effect:


Rank 1 Hearth Magic Spells:

Rank 1 spells are very basic. Each last until all incense (1 bu) is used up (this lasts 1 day if not replenished). So as long as a caster has at least 1 bu worth of incense and maintains a fire as well as "hearth status" with the selected area, these effects will continue. These effects each increase a single attribute by 1 point to everyone who was present (and considered an ally at the time of casting the spell) when the spell was first cast. Casting these spells takes 1 hour of preparation and meditation.

Element: Air
Effect: +1 Movement Speed and Agility

Element: Fire
Effect: +1 Manual Dexterity and Strength

Element: Water
Effect: +1 Dodging and Natural Healing

Element: Earth
Effect: +1 Stamina and Resistance to Poisons and Diseases.

Rank 2 Hearth Magic Spells:

Name:
Element: Air
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Fire
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Water
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Earth
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Rank 3 Hearth Magic Spells:


Name:
Element: Air
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Fire
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Water
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element: Earth
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element:
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

Name:
Element:
Components:
Extra Components:
Target:
Range:
Duration:
Casting Time:
Effect:

KitsuneWarlock
Admin

Posts : 76
Join date : 2011-11-13

https://saiken.rpg-board.net

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum