Swamp
magic example tree. When water ceases to flow, and combines with earth the result is a stagnant swamp. Home to many diseases and poisons creatures fear the swamp for its ability to kill them quickly in its muddy depths or kill them slowly with poisons and disease. Swamps are considered some of the most difficult terrain in existence. |
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1 Point swamp magic. |
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Poison spit
(Ethereal creation) |
An
essence drawn from water borne minerals is poison. This mild poison is
thrown in the form of a sphere which breaks on impact poisoning the victim
mildly. The victim suffers from all the natural signs of poison (Nausea,
headaches, dizziness and weakness.) But because of its ethereal nature
it wears off quickly and its effects are reduced by having a higher willpower. |
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Disease
(Bless/Curse)
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Passed
by touch disease is another form of poison, however it cannot be cured
by normal curative spells. Once placed it becomes an actual disease which
gradually weakens the target over time until death or cure. The cure in
this case is actual poison. (Disease is a living poison that can be killed
by a dead poison.) Once disease is removed the regular poison ca be removed
through magical means. |
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Marsh dead
(Summon
Elemental Spirit) |
This spirit
is the cause of many nightmares across the plane. It is a spirit which
makes its form from those that have died in nearby swamps and marshes
and have not been recovered. It often takes the form of a large jumble
of bones and bits and rotting flesh. As it walks it slowly begins to
dry and fall apart. Often its hands will bear large claws of living
bone. The creature is very dangerous and fearsome but not as much as
some others. |
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Ground stir
(Bless/Curse) |
In
a similar spell to earth magic's tremor this curse is placed upon the
ground causing large amounts of water from under the ground to flow up
and turn the ground into a quicksand/quagmire/swamp under every bodys
feet. This has a two fold beneficial effect for the caster. One his/her
enemies are hardly ever as adept at maneuvering in a bog and two being
surrounded by your magical element makes the magic you cast stronger and
easier. Over time the curse fades returning to normal as the water is
let sink back into the ground. |
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2 Point swamp magic. |
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Mud
from the nearest swamp is drawn through a portal at the target. Apart
from the initial crush, (Similar to water magic.) The only main advantage
is the fact that while the target is muddied the caster's poison/disease
based magic gets a bonus against the target. |
Mud rush
(Summon element) |
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The
caster summons a vaguely green mist from the ground which can be up to
as deep as the knees on a man. This mist acts just like a poison however
affects many people at a time. The poison continues to drain the targets
life until they are given a chance to rest out of the mist. (Either through
running out of its radius or once the mist subsides. The radius of the
mist is determined by both the users willpower and natural energy. |
Poison mist
(Ethereal creation) |
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Unlike
full necromancers swamp elementallists can only revive the recent dead
and only people that died filled with a swamp element. (Such as poison
or disease.) The reanimated warrior cannot use powers that require such
as mana or Chi but no longer needs its organs so cannot be delivered a
fatal blow that way. When the flesh is stripped form the bone or the poison
wears out of the corpse's system. (Not likely when they no longer have
a working system.) Or the corpse is incinerated the effect will end. |
Awaken dead
(Bless/Curse) |
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3 Point swamp magic. |
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Life
(Ethereal creation) |
The
strangest part of swamp magic is its ability to support life, large complex
life such as plants and animals. The life spell supplements the speed
of growth with mana, Basicly making plants grow much faster. The spell
can create a barrier of mangroves or vines to tangle the enemy. The speed
of the growth and the amount of growth is determined by a characters natural
energy |
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Rot
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When
life ends rot begins. Rot breaks down dead materials rapidly creating
an excess of nutrients in area thus creating more rot. Rot is very good
at destroying materials such as leather and animal hides as well as metals
and for the unlucky few, flesh. The strength of Rot is willpower based
and people protection against it is natural energy. This curse is an area
effect. |
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4 Point swamp magic. |
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The
caster exhausts his/her power to accelerate the natural progression of
life in the area around him/her. Other fighters resist through their willpower
as they watch the battle area (Which has no willpower to resist.) Age
and die while being born and living only to die and rot to feed the new
born. Its quite a terrifying site and the affect such as tree's falling
rotting and knew ones springing from the ground can be very lethal. Being
buried in rot reduces your ability to resist it. |
Life/Death/Rebirth
cycle
(Summon
element) |
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