Post by Arazlam Durai on Sept 20, 2015 12:38:17 GMT -8
GEOMANCER
Primary Weapon Types: Swords or Axes
Armor Class: Light
Geomancers are individuals who are completely in tuned with the elements of nature. Those who inherit the gifts of the geomancer by birth are those who call the outskirts of the country their home. These individuals tap into the elements to help defend and shape their futures. Their only limitations in bending any of the four elements of earth, fire, wind, and water to their whims is based completely upon their environmental surroundings.
Master class geomancers have never come from noble stock, though quite a few within the aristocracy recognize their gifts and talents. Tempering the relentless spirits of the elements requires years of practice out in the wilds and is not the kind of discipline for those with soft hands.
MAIN SKILLS
- Pitfall: Effective on natural surfaces, wasteland, roads. The ground gives way underneath the targets, and they're pulled into a large pit, causing the inability to go anywhere until they can get out.
- Water Ball: Effective around waterways, rivers, lakes, seas, and waterfalls. An enchanted ball of water is summoned and utilized as a bomb. It has a slim chance at turning the target into a frog.
- Hell Ivy: Effective on grasslands, thickets, water plants, and ivy. Vines creep up from the ground and tangle up the targets causing them to halt attacking or movement.
- Carve Model: Effective on gravel, stone floor, stone wall, mud wall, tombstones. Geomancer breaks down nearby stone structures and manipulates them to attack the target(s). When utilizing tombstones or grabbing from areas deemed ‘sanctified’ by ghostly spirits, it has a chance of awakening them and petrifying a target in the process.
- Local Quake: Effective on rocky cliffs and lava rocks. The geomancer summons the earth beneath them to quake and tremble, causing everyone around them to lose their footing. This may cause damage to buildings and other things around them. (Master class ONLY)
- Kamaitachi: Effective anywhere as long as the geomancer is outside. It is a single target blast of high-pressure wind that knocks a target back.
- Demon Fire: Effective when the geomancer is indoors only. A geomancer summons demonic fire spirits to increase the temperature inside the room, causing an extreme heatwave that has the potential to make others faint and catch fire to susceptible items such as papers, wooden furniture, and other things that can easily act as tinder in severe heat. (Master class ONLY)
- Quicksand: Effective around swamps, marshes, poisoned marshes. The geomancer triggers the ground underneath the target(s) to become soft and malleable, slowly sucking them down into the earth. If the stuck target(s) struggle, this can worsen the effect. If target(s) are not assisted quickly, this skill can lead to death. (Master class ONLY)
- Sand Storm: Effective on sand areas, stalactite, and salt. Strong gusts of blinding, sandy wind cut and tear at everyone in the area, clouding their sight in the process.
- Blizzard: Effective in blizzard like conditions as well as around snow and ice. An enormous gust of wintery wind chills everyone in the area to the bone and has a slim chance of constricting their vocal chords to prevent speech.
- Gusty Wind: Effective on rooves, sky, and chimneys. A torrent of wind surrounds the geomancer before expelling outward, trying to push surrounding targets violently away. Targets must hold on tightly or be knocked down, which slows them tremendously.
- Lava Ball: Effective around lava and machinery. A sphere of lava is summoned and tossed at a target which causes deadly burns, rendering them mostly incapable of further action due to deadly burns. (Master class ONLY)
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OTHER SKILLS
- Counter Flood: When physically attacked, the geomancer has a chance to instinctively detect and counter attack with an appropriate skill in order to guarantee a dodge or deflection and maybe even turn the tide of the interaction. This skill may only be used once in a thread. (Master class ONLY)
- Attack Up: Enhances the effects of a geomancy skill by double, and guarantees any status ailment against the target(s). This skill may only be used once in a thread.
- Any Ground: Character is capable of moving or climbing easily through any terrain. (Master class ONLY)
- Move on Lava: Character is capable of nimbly dashing across molten lava without injury. (Master class ONLY)