Earth Magic

Earth.png

This is the magic of the runic element, earth. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the air element.

Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.

Affinities: Stone, Nature

Months: Afteryule, Narvanye

Earth is magic that involves the manipulation of the earth element, and all of the aspects that come with or from the earth. Those aspects are of rock and ground, nature, growth, and regrowth. Earth Magic is divided into the following categories: Geomancy and Floramancy.

  • Geomancy is most known for its focus on defense and defense empowerment. It's affinity is stone.
  • Floramancy is the magic of nature and plant life. It's affinity is nature.

Earth Affinities

Those born under the element of earth will have a stronger affinity to one of two aspects of earth. Those aspects are stone, nature, and decay.

Stone is the most iconic and well known aspect of earth magic. It is the very aspect of earth itself, of the dirt, rocks, and even the mountains. Stone governs earth's power of defense and ground control. Through stone, one might create an armor of rock, summon a mighty statue to life, or move the very ground. These are your geomancers. Those with the stone affinity are stubborn and traditional, yet are also very reliable. Many of this affinity make great security personal, body guards, and laborers.

Nature is the aspect of earth that druids, the elves, and hunters most resonate with. Nature governs the living, natural world of plants, from the fungus to the mighty tall oak. It is the magic of the goddess Ova, and has the power to harm and heal. Through nature, one might mend things once broken, restore and regrow things once dead, or summon mighty roots to impale his or her enemies. These are your floramancers. Those with the nature affinity are very down to earth or your environmentalists. They make great naturalists, scientist, and activists.

Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Stone: to use minor stone manipulations you must have a Runic Soul greater than 10 and have mastered at least one geomancy spell. Then you can cause small manipulations like create outcroppings, move a spot of ground, and so forth. The degree of control needed will determine how much runic soul you need to have.

Nature: to use minor nature manipulations you must have a Runic Soul greater than 10 and have mastered at least one floramancy spell. Then you can cause small manipulations like manipulate plant growth, entangle someones feet with vines, and so forth. The degree of control needed will determine how much runic soul you need to have.

The Two Iconic Symbols of Earth Magic

In the elemental magic of Earth, there are two iconic symbols. They are the Mountain and the Crevasse. These symbols are said to be the very source of earth magic, even though like all elemental magic in Nor'Ova, earth magic is conducted not by incantations or potions, but by manipulating the element of earth to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Earth, the Mountain symbolizes the light aspect while the Crevasse represents the dark aspect.

Environmental Effects on Earth Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of earth magic:

  • In earthly places or places where there is a lot of earth element present - such as represented by a lot of plant growth or a lot of exposed earth - earth magic effects are increased by x 1.25
  • In water or in places with a lot of fire element present, geomancy effects are decreased by x 0.75.

The Soul of Earth

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of earth is that of the great and mighty world tree of legend, the Yggdrasil. The various affinities have their own minor soul that they can also connect to.

  • Stone: The affinity soul of stone is the Mountain. Whenever a death blow is about to happen, they have a 20% chance to ignore it completely.
  • Nature: The affinity soul of nature is the the Dryad. They have a 30% immunity to all poisons and cannot be killed by poison, instead when they reach below 10% of their max HP, the poison will go away.

The earth soul of the Yggradrasil can be reached when the one born under earth has mastered 5 earth spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, blocking for a short period any and all damage to its bearer and the bearer's friends. When you only have 10% HP left, you have a chance for the attacks against you to be completely ignored. The chance is 10%. With each attack against you, you can roll for that chance. Should you succeed, the attacks against you and your allies will be ignored for 1d3 rounds, giving you enough time to hopefully heal. This chance does increase as your connection to earth increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Earth Magic Progression

Geomancy v3.jpg

Earth Magic Spells

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Acorn Shot Part of Oaken Skin chain and rune stone. With this spell you shoot at great velocity 1d10 large acorns at a target in a straight line from you. Each acorn hits the target for 1d20 (per acorn) damage. You only add Runic Energy once to the entire spell damage. A critical magic will daze the target for 1 round. Level 2 Upgrade: Increase damage by 1d10 per acorn.
Level 3 Upgrade: Increase number of acorns from 1d10 to 1d20.
Level 4 Upgrade: 25% chance to stun target 1d3 rounds.

Weapon Affect - Acorn Shot

Can only be used on projectile weapons.

Divides the projectile shot into 1d6 projectiles, decreases the damage of each shot by 15%.

20 Soul, +10 per additional level 1, +1 per additional level 1 target in straight line Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Ancient Sentries This spell is a part of the Solidity spell chain and rune stone. With this manipulation, you summon two old statues holding staff weapons around you. You chooses two targets, one for each sentry. Every round they are active, each statue attacks the target they were designated to attack. Those who get attacked by the sentry must attack the sentry back, they cannot attack anyone or anything else or use area of effect attacks or spells. Their attacks must be on the sentry and that sentry only. Each sentry has 5d% HP and takes only 25% physical damage but 100% magical damage. After the duration is reached, the sentries crumble. They have a battlefield movement rate of 5 and can attack twice. Their physical damage for each attack is 8d20, and has a range of 1 space.  N/A: Only 1 levels with this spell. N/A 40 Soul 4 any 2 targets, they form next to the caster Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Awaken Dryad This is part of the Oaken Skin spell chain and rune stone. With this spell you awaken a spirit of the forest, a dryad. The dryad will stick to your side for the spell's duration, doubling your runic energy and SA while restoring 1d20 HP per round to you. Level 2 Upgrade: Increase HP restore to 2d20.
Level 3 Upgrade: Increase HP restore to 3d20.
Level 4 Upgrade: Increase HP restore to 4d20.
N/A 30 Soul; +10 per additional level 3, +1 per additional level 1 target or self Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Battlefield of Stone This is in the Grounding spell chain and rune stone. The spell gives paralysis to everything except you. Even your allies are paralyzed. For the spell's duration you may reorganize anything within your physical capabilities. When the area is freed, everyone has to adapt to what has occurred to them. This spell can only be used once a battle. N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Boulder Dash This spell is a part of the Dust Devil spell chain and rune stone. By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. You may assign a different target for each boulder produced and create the source of the boulders up to 7 spaces from your location. Each boulder does 7d20 points of physical magic damage on impact.  N/A: Only 1 levels with this spell. N/A 55 Soul 5 1 target per boulder in straight line, source created within 7 spaces from your location Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Catapult This spell is a part of the Dust Devil spell chain and rune stone. Each round the catapult will attack a target of your choice dealing 5d20 points of physical magic damage with each shot. The catapult can be instantly destroyed by taking one physical melee hit. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. N/A: Only 1 levels with this spell. N/A 35 Soul 3 any 1 location; catapult: 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Chamelonism This is part of the Tracker's Mind spell chain and rune stone. This manipulation allows you to blend in with the natural environment. This effect decreases an enemy's Perception % by 50 points when trying to locate you. This spell does not work in or around unnatural or man-made environments. This spell lasts for as long as you desire but you cannot use any actions except movement while under the effects of the spell. N/A: Only 1 level with this spell.

Armor Effect: Chamelonisim

25 point penalty to enemy's perceive to find you.

30 Soul 2 self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Crater This spell is a part of the Grounding spell chain and rune stone. The area of your choosing gets ripped up from underneath doing physical magic damage. The damage done by this spell is 2d% points of physical magic damage. Only lower body armor such as for the legs and feet can help absorb damage from this spell. This spell doesn’t affect flying or floating targets but does affect allies. Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase damage by 2d20
Level 4 Upgrade: Increase damage by 2d20
N/A 60 Soul; +10 per level 6; +1 per level 4x4 space around space of choice Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Crevasse's Darkness This spell is a part of the Solidity spell chain and rune stone. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Crevasse's Pull This spell is a part of the Grounding spell chain and rune stone. With this manipulation, you open a dark hole in the ground in a location of your choosing. When any target, ally, enemy, even yourself, is on any adjacent space next to the dark hole, that target will lose 25% Vitality and 10% Soul and Power. That target will lose that for each round they are on any adjacent space. This even affects flying and floating targets. If a target walks over, flies over, or floats over the dark hole, they are sucked in and will not return to the battlefield until the spell’s duration ends. When the target returns that target will have lost 1/4th of their vital stats. The hole is invisible to everyone except yourself. Everyone that is up to 2 spaces away from this spell's area of effect gets pulled closer to the hole by 1 space, unless they pass a strength check. You may cast other spells or use other skills when the hole is in place. Level 2 Upgrade: The drained stats from those affected by the spell are returned to the caster. N/A 50 Soul; +10 per level 4; +1 per level affects a 3x3 space area Level 1:  40/70
Level 2:  30/60

This is a Tier 5 skill

Level 1: 150/300
Level 2: 175/350

Crevasse's Secret This spell is a part of the Solidity spell chain and rune stone. Every enemy target takes 1d% + 2d20 magic damage each round during the duration of the spell. You and your allies are protected. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you. N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Crevasse's Trick This is part of the Grounding spell chain and rune stone. At first the target’s eyes are blackened and the target begins to float but feels as if they are falling. When the second round comes, the target hits the bottom of the pit. In reality the magic slams the target to the ground, doing 6d20 + 20 physical magic damage. The target cannot get up until the next round, loosing a round. N/A: Only 1 level with this spell. N/A 30 Soul, +10 per additional level 3, +1 per additional level 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Crystal Lance This spell is a part of the Dust Devil spell chain and rune stone. The creation of Crystal Lance forms a large chunk of crystal with a sharp tip. This crystal is then sent out at high speeds towards the target. The lance pierces the flesh of the target and embeds itself into the target before disappearing. The lance does 4d20 magical damage and 4d20 physical damage, 1/2 of the physical damage is straight Vitality damage. Level 2 Upgrade: Increase magical damage by 2d20.
Level 3 Upgrade: Increase physical damage by 2d20. Physical damage is still 50% piercing.
Level 4 Upgrade: Increase magical damage by 1d20. Magical Damage becomes 25% piercing.

Weapon Effect: Crystal Lance (Melee Non Piercing Weapons Only)

Weapon becomes piercing doing 15% piercing damage.

50 Soul; +10 per level 4, +1 per level 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Curse of Immortality This spell is a part of the Solidity spell chain and rune stone. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. N/A: Only 1 levels with this spell. N/A 60 Soul 7 1 target you can touch Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Deadly Sap This is part of the Oaken Skin spell chain and rune stone. This spell causes you to sweat a deadly, toxic sap that you can coat your weapons with. Any target that touches you or is touched by your coated weapon, receives 2d20 poison damage until cured. Level 2 Upgrade: This upgrade causes confusion status effect as well.
Level 3 Upgrade: This upgrade causes Berserk status effect as well.

Weapon Effect: Deadly Sap

Critical hit applies 2d20 poison damage, doesn't stack.

20 Soul, +10 per additional level 1, +1 per additional level self or 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Dust Devil This is part of the Dust Devil spell chain and rune stone. 4d10 magic damage, require perception for target and prevent hit targetting; physical spell Level 2 Upgrade: Increase damage by 1d8.

Weapon Effect: Dust Devil

Critical Hit causes target to need to make perceive checks for the next 1d4 rounds.

10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Earthen Angers This is part of the Dust Devil spell chain and rune stone. With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off its feet. The total physical magic damage is 8d12. Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Throws target back 1d6 spaces. 
Level 4 Upgrade: Dazes target 1d6 rounds.

Weapon Effect: Earthen Angers

Critical Hit knocks target down.

30 Soul, +10 per additional level 2.5, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Ent Guards This is part of the Tracker's Mind spell chain and rune stone. With this spell you create a massive ent. The ent is your personal body guard. It will block 75% of all damage done to you. You can order the ent to guard a friend for a round but then the ent will be unable to guard you for that round. N/A: Only 1 levels with this spell. N/A 30 Soul 3 next to caster Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Entanglement This is part of the Tracker's Mind spell chain and rune stone. With this spell you summon thick vines to entangle the enemy target. The target must make a strength check to free him or herself to move or act. Others could try to hack away at the vines or burn them, which would release the trapped target but any damage done is done to the target. N/A: Only 1 level with this spell.

Weapon Effect: Entanglement

Critical Hit causes spell effect.

30 Soul 2 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Entomb This spell is a part of the Grounding spell chain and rune stone. The earth stands, holding the target. When the earth closes around the target that is counted as 3. Target’s turn goes by and the countdown goes down to 2. The target’s turn goes by again and the countdown goes down to 1. After the target’s next turn, the earth sinks to become once more level with the rest of the ground and the target is dead. The target can be freed by attacking the earth around the Entomb spell but only with magic. The Entomb Spell has 150 Vitality, and once that Vitality is gone, the target will be freed.  Level 2 Upgrade: Increase spell's Vitality by 25.
Level 3 Upgrade: Increase spell's Vitality by 25.
Level 4 Upgrade: Increase spell's Vitality by 25.
N/A 40 Soul, +10 per level 4; +1 per level 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Gravel Pelt This is part of the Dust Devil spell chain and rune stone. Launches four stones at the target doing 5d8 physical magic damage. Level 2 Upgrade: Increase damage by 2d20.

Armor Effect: Gravel Pelt

Being critically hit causes spell effect to attacker.

25 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Green Climber's Lure This spell is a part of the Tracker's Mind spell chain and rune stone. This spell works in tandem with the spell Entanglement. This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a Will Check, with the caster's Runic Energy as a penalty, if they fail, they will go straight to the lure and be entangled by the vines. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps, as the target of Entanglement doesn't have to be alive.  Level 2 Upgrade: The vines are treated as weapons and thus are able to take on the affects of spells such as Deadly Sap and Pyro Enchantment. N/A 50 Soul; +10 per level 4; +1 per level 1 target, affecting targets within 10 spaces of entangled target Level 1:  40/70
Level 2:  30/60

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350

Grounding This is part of the Grounding spell chain and rune stone. Immune to knock back and knock down effects, -5 to received physical damage, can't move from spot. N/A: Only 1 levels with this spell.

Armor Effect: Grounding

Immune to Knock Back, Knock Down, and being moved

Weapon Effect: Grounding

Critical Hit seals target to spot for 1d3 rounds

10 Soul 1 1 target Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Guardian Form This spell is a part of the Solidity spell chain and rune stone. With this manipulation, you rip up the soil from the ground and surround the solidified target in it until the target appears to be a monster of earth. When the target attacks in melee form, the dirt-form then balls one fist and punches the target doing 5d20+2d10 points of magical damage, having a punch range of 2 spaces. As soon as the duration is done, the dirt falls away, leaving the target as it was before the spell started. Level 2 Upgrade: Increase damage by 2d10.
Level 3 Upgrade: Increase damage by 2d10.
Level 4 Upgrade: Increase damage by 2d10.
N/A 40 Soul, +10 per level 3, +1 per level 1 target or self, spell damage range of 2 Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Hovel This is part of the Grounding spell chain and rune stone. Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel. You can use other spells and skills while hovel is in effect, and you do not have to be in the hovel to maintain it, you just need to be no more than 6 spaces or 18 feet away from it. N/A: Only 1 levels with this spell. N/A 20 Soul 2 enough space for 3 human-sized people Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Land Slide This spell is a part of the Dust Devil spell chain and rune stone. The material flies through the air and over the head of the target before falling on to the target causing 1d% points of physical magic damage, affecting head of target only. A critical magic hit causes stun for 1 round.  Level 2 Upgrade: Increase damage by 1d20
Level 3 Upgrade: Increase damage by 1d20
Level 4 Upgrade: Increase damage by 1d20 and instant 1d3 round stun
N/A 45 Soul; +10 per level 3, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Living Ground This spell is a part of the Grounding spell chain and rune stone. With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make agility checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 5 spaces in either direction. N/A: Only 1 levels with this spell. N/A 20 Soul 1 1 target Level 1:  50/80

This is a Tier 3 skill

Level 1: 75/150

Marble Warrior This spell is a part of the Solidity spell chain and rune stone. With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them additional defense of 1d20 and spirit of 2d20.. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection. Level 2 Upgrade: Increase Defense and Spirit by 1d20
Level 3 Upgrade: Increase Defense and Spirit by 1d20
Level 4 Upgrade: Increase Defense and Spirit by 1d20
Armor Effect: Marble Warrior

This grants your armor a 10% increase to defense and spirit.

 
40 Soul, +10 per level 4; +1 per level self or 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Metal Blade This spell is a part of the Dust Devil spell chain and rune stone. The metal blade does initial additional physical magic damage of 8d20. During the target’s next round, the target must rip the blade from its own body or will be unable to act until it does so, doing extra rip out damage of 3d20 to itself. Ripping the blade out causes bleeding damage of 1d20 per round and has a 1 in 6 chance (decided by rolling a 1d6) of instant death. Level 2 Upgrade: The attack causes Minor Wounds, Serious Wounds if it is a critical spell hit. The initial damage is increased by 1d20.
Level 3 Upgrade: The death chance is increased to rolling a 5 or a 6. The rip out damage is increased by 1d20. The target is further dazed 1 round after ripping the blade out.
N/A 60 Soul; +10 per level 5.5, +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500

Misstep This is part of the Grounding spell chain and rune stone. This spell causes that for every 2 steps the target makes in one direction, the target must move one step in the opposite direction. Level 2 Upgrade: Inflicts Confusion.
Level 3 Upgrade: Inflicts Depression.
Weapon Effect: Misstep

Critical hit causes spell effect
10 Soul, +10 per additional level 1, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Mountain Fortress This spell is a part of the Grounding spell chain and rune stone. With creating this spell a floating miniature stronghold is created that every ally can get into. N/A: Only 1 levels with this spell. N/A 40 Soul 4 enough space for 3 human-sized people Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Mountain's Base This spell is a part of the Dust Devil spell chain and rune stone. To all enemy targets this creates a visual distortion effect. Every time they wish to attack they will have to make a perception check in order to be able to attack you or your allies. They will not be able to use Hit Targeting. They will also have to make a perception check to be able to move without tripping and falling. You and your allies can see clearly through the dust. N/A: Only 1 levels with this spell.

Armor Effect: Mountain's Base (Helmet Only)

Grants wearer the ability to see through any dust or smoke.

25 Soul 2 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Mountain's Heart This spell is a part of the Grounding spell chain and rune stone. When this spell is created the target is surrounded by magical stone that seems to merge with their very skin. The target who receives the boon only takes half damage, is immune to damaging status effects and earth magic damage, and cannot be knocked back or knocked down.  N/A: Only 1 levels with this spell. Armor Effect: Mountain's Heart

Receive only half of slashing or bashing damage, as well as being immune to knock down or knock back.
 
30 Soul 3 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Mountain's Oasis This spell is a part of the Grounding spell chain and rune stone. When this spell is created nothing seems to happen. It is not until one of your allies faces death does the spell work actively. When the enemy does damage that will kill any of your allies or yourself, the magic awakens and gives the endangered ally 10 more HP than the amount of damage that would be taken right before the attack is carried out.  N/A: Only 1 levels with this spell. N/A 50 Soul 5 self and all allies Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Mountain's Summit This spell is a part of the Dust Devil spell chain and rune stone. Everyone in the affected area, ally and enemy, must make a roll to find out if they receive damage. The person casting this spell is unaffected. Everyone except you will roll a 1d20. If someone rolls a 1-5, they will receive 10d20 damage. If someone rolls a 6-13, they will receive 5d20 damage. If someone rolls a 14-20, they will not receive any damage.  N/A: Only 1 levels with this spell. N/A 35 Soul 3 battlefield Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Mud Serpent This is part of the Dust Devil spell chain and rune stone. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 14d20 points of physical magic damage each round. Level 2 Upgrade: Increase Duration to 2d6 rounds. Weapon Effect: Mud Serpent

Critical hit stuns target for 1d4 rounds.
30 Soul, +10 per additional level 3, +1 per additional level 1 target Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Nature's Wrath This is part of the Oaken Skin spell chain and rune stone. With this spell you summon the fury of Mother Ova upon your enemies. A terrible hurricane comes raging onto the battlefield, and every enemy target must make a Balance check with a 25 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 10d20 magic damage. Level 2 Upgrade: Balance check with a 30 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 15d20 magic damage.
Level 3 Upgrade: Balance check with a 35 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 20d20 magic damage.
Level 4 Upgrade: Balance check with a 40 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 25d20 magic damage.
N/A 50 Soul, +10 per additional level 5, +1 per additional level all enemy targets Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Oaken Skin This is part of the Oaken Skin spell chain and rune stone. This spell turns your skin into thick oak bark. This gives you a natural Defense that is 25% of your Vitality. Despite being natural though, the Defense can be destroyed if you take enough damage, however any healing spell that heals your Vitality can heal your oaken skin, and will heal it first. Level 2 Upgrade: increase defense boon by 20%.
Level 3 Upgrade: increase defense boon by 20%.
Level 4 Upgrade: increase defense boon by 20%.
Armor Effect: Oaken Skin

Runic Energy as Defense
15 Soul, +10 per additional level 1, +0.5 per additional level 1 target or self Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Ova's Hand This is part of the Oaken Skin spell chain and rune stone. With this spell you conjure up a massive leaf that can either take you straight up or down, or up or down at a gradual angle, at a distance of three times your movement rate. The leaf can carry any amount of weight and can easily carry up to 10 people. The leaf however is flammable so beware. N/A: Only 1 levels with this spell. N/A 20 Soul 1 self and allies Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Ova's Shield This spell is a part of the Oaken Skin spell chain and rune stone. This spell grants you all a one-hit protection spell. When you or your allies are hit (magical or physical), a great, thick wall of bark will appear absorbing 1d% percentage of the attack, before being destroyed. Each ally and yourself get your own "shield". Level 2 Upgrade: Increase the percentage of the absorption by x 1.2.
Level 3 Upgrade: Increase the percentage of the absorption by x 1.2.
Level 4 Upgrade: Increase the percentage of the absorption by x 1.2.
N/A 40 Soul, +10 per level 3, +1 per level self and all allies Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Ova's Trap This is part of the Oaken Skin spell chain and rune stone. This spell summons a great flytrap that wraps its feeding leaves around the target. The target then has 1d6 + 1 rounds to be saved before being ate alive. The only way to save the target is to use fire magic on the trap or hit the trap with an axe or sword, but any damage done to the trap is also done to the target. The flytrap has 4d% Vitality. Level 2 Upgrade: Increase cage's Vitality by an additional 2d%.
Level 3 Upgrade: Increase cage's Vitality by an additional 2d%.
Level 4 Upgrade: Increase cage's Vitality by an additional 2d%.
N/A 40 Soul, +10 per additional level 4, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Pull of the Earth This spell is a part of the Grounding spell chain and rune stone. Causes all projectiles weapons to be useless against the grounded target. Any projectile used will not reach the target and will just fall to the ground. The projectile will fall to the ground once it enters the area of effect, unable to reach the target. The only exception is Point Blank Range skill used with a projectile weapon. This will also cause anything flying in the area to fall. N/A: Only 1 levels with this spell. N/A 30 Soul 2 1 target, 2x2 space around target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Quartz Cage This is part of the Grounding spell chain and rune stone. With this manipulation you create a cage of pure quartz that holds the target in. The cage has 3d% Vitality and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self. Level 2 Upgrade: Increase cage's Vitality by an additional 1d%.
Level 3 Upgrade: Increase cage's Vitality by an additional 1d%.
Level 4 Upgrade: Increase cage's Vitality by an additional 1d%.
N/A 25 Soul, +10 per additional level 2, +1 per additional level 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Quicksand This spell is a part of the Grounding spell chain and rune stone. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. N/A: Only 1 levels with this spell. N/A 30 Soul 2 a 5x2 space area of your choosing Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Rain of Thorns This spell is a part of the Oaken Skin spell chain and rune stone. With this spell you cause a volley of thorns come raining down upon a 3x3 space area affecting any target, friend or foe, that is within that area. All targets are dealt 11d20 physical magic damage to the head.   Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase area of effect to 5x5.
N/A 40 Soul, +10 per level 2, +1 per level 3x3 space around space of choice Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Sculpted Mount This is part of the Solidity spell chain and rune stone. With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse turns into a small pile of dirt and stone. This spell cannot be cast in battle but the horse can be road into battle. N/A: Only 1 levels with this spell. N/A 20 Soul 1 next to caster Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Serpentine Roots This spell is a part of the Tracker's Mind spell chain and rune stone. With this spell you send out four great roots. One to the left. One to the right. One in front of you. One behind you. Once those roots hit a target they will drain that target of 25% of its Vitality, Soul, Endurance, and Power and return that to you to restore those stats with. This will happen to any target it hits, including ally. If the target is undead, the opposite effect will happen with it draining from you instead, but at 10% instead of 25%. If the spell is a critical spell, the targets will receive 1d20 poison damage. N/A: Only 1 levels with this spell. N/A 40 Soul 3 up to 4 targets in a straight line in 4 directions from you Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Skin of Thorns This spell is a part of the Oaken Skin spell chain and rune stone. This spell coats its benefactor with a protective barrier of thorns. You cannot harm yourself with these thorns, however, anyone who melee attacks you will receive double the caster's runic energy damage, with 10% of the damage going straight to Vitality. This coat of thorns, while it acts as an armor or protective spell, also counts as a weapon. This means you can apply spell effects such as Deadly Sap or Pyro Enchantment to it for greater effect. N/A: Only 1 levels with this spell.

Armor Effect: Skin of Thorns (Body Armor Only)

This grants your body armor the ability to have weapon affecting spells such as Deadly Sap or Pyro Enchantment applied on it, granting your armor those spells effects. 

40 Soul 3 self or 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Solidity This is part of the Solidity spell chain and rune stone. Reduces all physical damage received by 10% and providing a Defense of 2d12. Level 2 Upgrade: Physical Damage reduced by 20%.
Level 3 Upgrade: Increase provided defense by 1d20 and decrease by half bashing damage.
Level 4 Upgrade: Provide magical defense of 3d12, 5d12 against air elemental magic.

Armor Effect: Solidity

All physical damage is reduced by 10%.

20 Soul, +10 per additional level 1, +1 per additional level 1 target or self Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Stone Circle This is part of the Solidity spell chain and rune stone. By creating Stone Circle, you create a ring of floating stones around yourself or any one target. Anytime a target, ally or enemy, moves into the protected circle that target will be dealt 10d10 + 25 points of physical magic damage instantly and for every round that they are within the circle. Level 2 Upgrade: Increase damage by 1d12.

Armor Effect: Stone Circle

Melee attackers are dealt runic soul damage if they strike you with a melee weapon.

10 Soul, +10 per additional level 1, +1 per additional level 1 target or self Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Stone Seal This spell is a part of the Solidity spell chain and rune stone. This unique spell allows you to walk through solid stone as if it was simply air. Unfortunately it is only earthen stone or natural materials that you can walk through. If there is any metal or man-made materials in the way of your path it becomes like a brick wall. N/A: Only 1 level with this spell. N/A 50 Soul 5 self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Stone Skin This spell is a part of the Solidity spell chain and rune stone. This magical manipulation coats the target's outer armor or clothing with a weightless layer of stone that does not hinder movement of any kind. This spell serves to provide the target with natural armor, giving the target an additional Defense of 2d12. Level 2 Upgrade: Increase defense given by 2d12.
Level 3 Upgrade: Provide Spirit of 2d12.
30 Soul; +10 per level 2, +1 per level self or 1 target Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

Temple Statue This spell is a part of the Solidity spell chain and rune stone. This spell creates a statue of a woman in robes holding a scepter. Every round the statue walks to an ally and waves her scepter, healing the target for 10d20 Vitality. This statue is not immune to damage, her Vitality is 5 times the caster's Mental. Each round the statue will independently go up to an ally target, including yourself, and heal that target. At the end of the spell the statue will fade away. The statue can only move once per round and has a battle movement rate of 5 and a range of 3. Level 2 Upgrade: Increase healing by 1d20.
Level 3 Upgrade: Increase healing by 1d20.
Level 4 Upgrade: Increase healing by 1d20.
N/A 50 Soul; +10 per level 5; +1 per level a random ally or the caster each round, it forms next to the caster Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Tracker's Mind This is part of the Tracker's Mind spell chain and rune stone. This rather simple manipulation invokes an understanding of the earth. With this spell, you are gifted with the ability to discern tracks of all kinds, know what every plant in an area is and if they are safe to eat, and have knowledge of animals and how to deal with them appropriately. N/A: Only 1 levels with this spell.

Armor Effect: Tracker's Mind (Helmet Only)

Spell effects always active.

10 Soul 1 self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Tremor This is part of the Grounding spell chain and rune stone. This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This causes a disorientation that causes everyone in the radius, ally and enemy, to fall down costing a whole movement to get back up. The fall causes 8d10 physical magic damage. Level 2 Upgrade: Increase area of effect to 5x5.

Weapon Effect: Tremor

Critical Hit causes target to be knocked down.

20 Soul, +10 per additional level 1, +1 per additional level a 3x3 space around caster Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Unbreaking Balance This spell is a part of the Grounding spell chain and rune stone. This spell reinforces the target's sense of place, giving it a 2d20 bonus to Agility for any balance check. Level 2 Upgrade: Increase Agility Bonus by 1d20.
Level 3 Upgrade: Increase Agility Bonus by 1d20.
Level 4 Upgrade: Increase Agility Bonus by 1d20.

Armor Effect: Unbreaking Balance (Footwear Only)

+10 to Agility for balance checks

20 Soul; +5 per level 2, +1 per level 1 target or self Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Unnatural Strength This spell is a part of the Solidity spell chain and rune stone. This spell grants the protected target a major boost of strength. It increases the target’s strength by + 1d%+10 which affects all strength based stats. Level 2 Upgrade: Increase strength boost by 1d20.
Level 3 Upgrade: Increase strength boost by 1d20.
Level 4 Upgrade: Increase strength boost by 1d20.

Armor Effect: Unnatural Strength

This grants the wearer a strength increase of 10%.

25 Soul; +1 per level 2, +1 per level self or 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Whip of Thorns This spell is a part of the Oaken Skin spell chain and rune stone. This spell grants its benefactor a great vine covered in thorns that you can use as a whip. It has an attack power of double the caster's runic energy plus your runic energy power, and a range of 8. You can use whip skills and apply the whip effects if you have whip mastery. You can also apply spells such as Deadly Sap or Pyro Enchantment. The thorns give the whip piercing damage, with 10% of the damage dealt going straight to Vitality. N/A: Only 1 levels with this spell.

Weapon Effect: Whip of Thorns (Melee Weapon Only)

This grants your handheld weapon a range of 8, without actually increasing its size or weight.

30 Soul 2 self or 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Woodland Sentinel This spell is a part of the Oaken Skin spell chain and rune stone.With this spell you turn into an ent. You become impervious to physical attacks and your geomancy spell power, Soul, Endurance, and Power are all doubled. You gain the added effect of Skin of Thorns and Deadly Sap and wield a Whip of Thorns. However, axes can do double damage to you and fire does double damage to you. N/A: Only 1 levels with this spell. N/A 50 Soul 4 self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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