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.