Crystalmancy
Elementalism - Earthmancy Ability The ability to control and manipulate crystal formations and geodes.
Earth - Elementalism
XP Cost: 2 Prerequisites: Earthmancy
Action Type(s) | Motion, Spell Attack |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You have the ability to Move and Manipulate Uncut Crystals and Crystal Formations.
Using a Motion: You can cause up to 50 grams of Uncut Crystal within range to move up to 6 Meters or take on simple shapes such as Items, Weapons or Objects. You can also utilize this ability to increase or decrease the growth rate of crystal formations by 100%.
If you have the Crystal take on Shapes or Structures they Remain until Reshaped or Broken.
Crystal Armor: Each kg of Crystal arranged into a Shield or Armor Grants 5 Armor Points to the wearer.
Crystal Weapons: Weapons made of crystal deal standard damage for a weapon of that type.
.5 kg of Crystal will make about 10 arrowheads, or a horseshoe or a small knife.
You need at least .5 kg of Crystal to Make a Dagger, 1-2 for a Sword and so on. Heavy or Oversized Weapons require 3+ kg of Crystal to create this way.
Cytal Blade: You can make a Ranged or Melee Spell Attack vs a Target within Range.
Hits deal 3d8 + Spellcasting Modifier Slash or Puncture Damage.
Sustaining: You can sustain any structures or armors assembled with your Crystalmancy as long as they remain within your Crystalmancy Range.
Overpower: You can Spend an Additional Attribute Resource Point to Overpower this Spell Ability and Increase the Range by 5 Meters,
Or Increase the Damage Dealt by 1d6 Slash or Puncture Damage,
Or Increase the number of grams of Crystal Movable with a Motion by 50.