Quicken the Earth

From Elanthipedia
(Redirected from Quicken the Earth 3.0)
Jump to navigation Jump to search


Necromancer thumb.jpgNecromancer Guild


Quicken the Earth Justice triggering spell Causes outrage or corruption
Abbreviation: QE
Prerequisites: 5th Circle
Signature: Yes
Spell Slots: 2
Mana Type: Arcane Magic
Spell Type: standard / utility
Difficulty: basic
Prep (min/max): 5 / 100
Skill Range (min/max): 10 / 600
Valid Spell Target: Special
Duration (min/max): 10 minutes / 40 minutes
Justice: illegal, social outrage
Corruption: divine outrage
Description: The simplest of Animation magic, this spell draws from the caster's own lifeblood to invest motion in a constructed form. More advanced patterns can manipulate many things, but Quicken the Earth was designed for potency even at low levels of skill and thus is very specific in purpose. It requires a ritual letting of blood and a token amount of dirt, from which the necromantic magic builds a humanoid construct.

The creation is not alive, or even undead, but rather an animated body that will blindly lash out at any around it. The ritual of creation protects the caster from its attention, but it otherwise acts as an independent and aggressive force until it is destroyed or the magic binding it loses strength.

The construct will also make some effort to hinder those engaging its creator, more potent constructs doing so with greater frequency. Some speculate that this represents the stirring of consciousness, an attempt to protect its creator out of self preservation. Most regard this line of thinking as nonsense and attribute the behavior to clever design on the part of the spell's originators.

Effect: Creates construct.
Example Messaging: 3rd person:

<Necromancer> grinds her dirt brutally into the palm of her hand without flinching, blood and soil forming a viscous paste.

A sanguine cloud billows forth from <Necromancer>'s grasp, accompanied by the stench of burning flesh. <Necromancer> clenches her fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.

Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside. The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin. Its head mechanically snaps up and it immediately scans the area for targets.

1st person:
Disregarding the pain, you grind the dirt brutally into the palm of your hand, blood and soil forming a viscous paste.

The gritty colloid smearing your skin sears with flaring heat! Just as the smell of burning flesh begins to assault your senses, a sanguine cloud billows forth from your grasp. You clench your fist and the swirling torrent of particles responds, coalescing into a large humanoid construct of sodden loam.

Abruptly the exterior of the being solidifies into a rocky shell, trapping a smattering of liquid on the outside. The viscous fluid runs labyrinthine trails down the front of the creature before being reabsorbed by its skin. its head mechanically snaps up and it immediately scans the area for targets.

Devices/Tattoos: No devices or tattoos documented.

Notes

  • This spell generates Divine Outrage.
  • Requires dirt in hand at the time of casting and the PERFORM CUT ritual be done before casting.
Than/TM Room Desc Look Desc Casting Desc
0 a squat dirt construct Roughly the size of a Halfling Halfling-sized
100 a small dirt construct Standing almost as tall as a Human a small humanoid
164 a Human-sized construct As tall as a Human Human-sized
300 a broad dirt construct About the size of a Kaldar Large Humanoid
400 a powerful dirt construct Powerfully built and rising taller than most Humans powerful humanoid
500 a huge dirt construct At least as large as a sizable Gor'Tog a huge construct
600 an immense dirt construct Towering over you immense humanoid
  • Note: The size may be smaller than what your skill allows if you use less mana.

Constructs periodically deal a "special" attack which gives a small amount of Thanatology experience to the caster if it successfully lands. Special attacks are denoted by the construct pulling a mixture of blood and grit from its insides, and hurling it at the target.

Constructs are also reasonably durable against mobs of their general tier and make good tanks in a pinch if fighting difficult melee prey.

Policy Notes

Please do not hide in a hunting area with a [mudman] out to get consent by waiting for the inattentive hunter to attack or target it accidentally. This is, at best, an incredibly grey area and at worst can be mech abuse. -GM Melete