Graviomancy Skills Table
Graviomancy has to do with the manipulation of the gravitational field, an omnipresent force which effects all particles and waves, and draws them towards one another. Gravity is all and all poorly understood, and so its manipulation is inconsistent even among the most skilled practitioners.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
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Graviomancy | Offensive, Magical, Graviomancy | 2 | 2 | N/A | Bonus (Concentration) | Instead of dealing damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Pillar, Arcane Sphere, or Arcane Mine you apply positive Gz making every space they occupy into unnatural Difficult Terrain which pulls all targets straight towards the planet. Creatures which are mid-air within this Difficult Terrain fall 2 Spaces straight down at the start and end of each of their turns. You may not enter beam duels with Arcane Beam with this Skill. This Skill gains additional effects the longer you maintain concentration on this Skill, as seen below. If you are using Arcane Aura, reduce each number following "Round" below by 1 to a minimum of 1. Round 1: Targets within this Difficult Terrain which have blood become Jarred, and also take 2*Size Number Crushing Damage. Round 2: Targets within this Difficult Terrain take 3*Size Number Crushing Damage, and those which have blood become Jarred, and cannot see further than 8 Spaces away. Round 3: Targets within this Difficult Terrain take 3*Size Number Crushing Damage, and those which have blood become Staggered, and cannot see further than 6 Spaces away. Round 4 and beyond: Targets within this Difficult Terrain take 3*Size Number Crushing Damage, and those which have blood become Staggered, Prone, and blind. Prone targets instead take 5*Size Number Crushing Damage. |
Gravity Well | Offensive, Magical, Graviomancy | 2 | 10 | Graviomancy | Any | This Skill must be activated before you activate Graviomancy, and you must have maintained (not initiated) Concentration on Graviomancy last turn. Increase the number of rounds you've maintained Concentration on Graviomancy by +1 Round. |
Antigravity | Mobility, Magical, Graviomancy | 1 | 2 | N/A | Any (Concentration) | Create a 3 Space AoE within 10 Spaces of you. This AoE is a zone of negative Gz which pushes all targets straight away from the planet. This Skill gains additional effects the longer you maintain concentration on this Skill, as seen below. Melee Weapon Attacks, as well as all physical damage caused by Hydromancy or Geomancy, within this Zone always deal minimum damage. If part of this AoE overlaps Graviomancy's AoE(s), then reduce the number of rounds that Graviomancy's Concentration has been maintained by a number of rounds equal to the number of rounds this Skill's Concentration has been maintained+1. You may move this Skill's AoE up to 1 Space when you maintain this Skill's Concentration. Round 1: Targets within this Reduced Gravity Zone gain +1 to all Move Speeds. Round 2: Targets within this Zone gain +1 to all Move Speeds. Round 3: Targets within this Zone may only move up to 3 Spaces with a single Move action, and may only Fly, Levitate, or Swim, and gain +3 Fly Speed if they had another Move Speed. Round 4: Targets within this Zone Levitate in place, and reduce all Move Speeds (except for Levitate and Teleport Speeds) to 0, then gain +12 Leap Speed, but may only Leap up to 3 times, and must leap off of a target which is their Size Class or larger. If they Leap out of this Zone, the remainder of their Leap Speed is consumed at double the rate, as though traversing Difficult Terrain. |
Broaden Uplift | Magical, Graviomancy | 1 | 2 | Antigravity | Any, Any | Increase the Size of Antigravity's AoE by +1, up to a maximum of a 5 Space AoE. Passive: You may Move Antigravity |
Invoke Relativity | Magical, Graviomancy | 1 | 3 | N/A | Any | A single target within 6 Spaces becomes Prone, and is shoved 2 Spaces in any direction. This movement cannot be mitigated by Movement Resistance. |
Black Hole | Offensive, Magical, Graviomancy | 2 | 8 | 1 Graviomancy Skill | Primary | Invert a single atom in the palm of your hand. This inversion manifests for less than a millisecond before collapsing on itself. All light is pulled into the point in your palm before all targets with 6 Spaces of you are pulled 6 spaces towards you, and take 5d6+36 True Damage (including you, you become Prone instead of moving 6 Spaces towards yourself). This movement cannot be mitigated by movement resistance. Targets do not take damage from colliding with other targets on top of this True Damage, but they do all become Prone firstly around your occupied space(s) then, if there is no more room around your space(s), then on top of your (and eachothers') space(s). Light behaves as normal within this area after the end of your turn. You become Suffocated (5) until the start of your next turn. Suffocating (Round 5): You cannot activate magical skills. Gain -6 Total Might, and -4 Total Skill. |
White Hole | Magical, Graviomancy | 1 | 4 | N/A | Defensive (Concentration) | Create an invisible 1 Space AoE centered on you. This AoE cannot be entered by particles (which is to say things like matter, or light, meaning that you cannot see outside of the AoE from inside the AoE, and cannot be attacked from outside of the AoE, for example, but that you could be affected by an effect which manifest within the AoE, and also that those outside of the AoE can see within it). This Skill's Concentration costs 0 Mana to maintain. |
Inversion Expansion | Magical, Graviomancy | 1 | 2 | White Hole | Any, Any | Increase the Size of White Hole's AoE by 1, up to a maximum of a 3 Space AoE. This AoE cannot crush/harm any matter, and instead envelops anything which would be within this expanded AoE. |
Graviomantic Levitation | Mobility, Magical, Graviomancy | 2 | N/A | N/A | Passive | Gain a Levitate Speed of 5. When you Levitate with this Move Speed, all adjacent targets which are 5 or more Sizes smaller than you are also Levitated with you. You may levitate any target which is your Size Number(-2 per space away from you they are). |
Gx/y Influx | Magical, Graviomancy | 1 | 2 | 1 Graviomancy Skill | 1 Attack | Gracelessly fling a single adjacent target which is 5 or more Sizes smaller than you in a direction. The gravitational force behind this action flings the target in a 10(-target's Size Number) Space Line which ends once it collides with something. Once the target collides with something, the target deals 1d20+Magic damage to that something, and also itself. The target is likely to break if it is made out of clay, wood, or glass. |
Empowered Influx | Magical, Graviomancy | 1 (up to 2 ranks) | N/A | Gx/y Influx | Passive | Reduce the number 5 in the skill Gx/y Influx by 1 per Rank. |
Unrestrained Influx | Magical, Graviomancy, Chronomancy | 2 | 6 | 1 Graviomancy Skill | Primary | Stir gravity in a 4 Space Line. This technique is poorly understood, and so deeply inconsistent. Roll 1d6, then activate on of the following based on the result: 1, Upheaval: All targets within this Line are flung 12 spaces skywards. 2, Bury: All targets within this Line are crushed into the world below, falling 12 Spaces straight down, breaking through or becoming embedded within any sand, silt, earth, wood, or stone they are standing on top of. This may cause the higher floors of the building this Skill is activated within to collapse into this floor if the building is mostly made of wood. 3, Direction Control: Choose to have rolled a 1 or a 2. 4, Red/Blue Shift: All targets become blind until the end of their next turn. They cannot be immune to this blind. 5, Time Dilation: You and all targets within this Line are in Stasis until the end of your next turn. 6, Inconsistency: Targets within this AoE are subject to inconsistent gravity. This Line instead splits into as many separate AoEs as the number of spaces this Line occupied. Roll 1d6 for each AoE, determining their effects seperately (if a single one comes up 5, you are still put into Stasis). Stasis: You cannot act, you cannot take damage, or be affected by effects; things cannot happen to you. Creatures cannot enter your space(s). Creatures are capable of perceiving that you exist, but cannot tell what you are, and cannot remember what you are unless you have explained Stasis to them (but not simply if Stasis has been explained to them by someone besides you). Creatures with at least 1 Chronomancy Skill are able to tell that you are a creature in stasis, and when your Stasis will end. |