Earth Magic

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

Effects on Magic Damage: Double runic 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.

Supportive Effects: 20% chance to decrease physical damages by half.

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.
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1) 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.

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2) Minor Elemental Manipulations

Stone: You can cause small manipulations like create outcroppings, move a spot of ground, and so forth.

Nature: You can cause small manipulations like manipulate plant growth, entangle someones feet with vines, and so forth. 

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3) 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.

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4) 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.
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5) 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 Vitality, the poison will go away.

The earth soul of the Yggradrasil can be reached when the one born under earth has acquired 3 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% Vitality left, you have a chance for the attacks against you to be completely ignored. The chance is a hard arcana check. 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. 

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6) Earth Magic Progression

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7) Earth Magic Spells

Spell Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Acorn Shot 4 Soul 3 1 target or as many targets as you have acorns instant Normal Arcana

This spell is a part of the Oaken Skin spell chain. It would be found in the Oaken Skin rune stone.

With this spell you shoot at great velocity 1d10 large acorns at one target or as many targets as you have acorns. You can select a target per acorn, and multiple acorns can hit the same target. Each acorn hits the target for 1d8 (per acorn) damage. You only add Runic Power once to the entire spell damage. A critical magic will daze the target for 1 round. 

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%.

Oaken Skin

Ancient Sentries 8 Soul 8 any 2 targets, they form next to the caster until destroyed or end of battle Hard Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity 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 5d12 Vitality and takes only 50% 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 6d10, and has a range of 1 space. 

N/A

Sculpted Mount

Awaken Dryad 8 Soul 8 1 target or self 1d12 rounds Hard Arcana

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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 power and Soul while restoring 1d12 Vitality per round to you.

N/A

Deadly Sap

Battlefield of Stone 8 Soul 8 battlefield 2d3 rounds Hard Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

This spell mocks that of a game board. 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. With this spell you can not remove armor and items or change their pose. You can move them, as long as they keep their pose. You can take anything that is in their hands, but nothing else because other things have become a part of them. You also cannot take their life. The magic wears off in a short time. 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

Living Ground

Boulder Dash 10 Soul 10 1 target per boulder in straight line, source created within 7 spaces from your location instant Hard Arcana -2

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. The boulders roll to your appointed targets. If anything is in the way of the boulder from rolling directly to its target, it will hit that obstacle and crumble. If another target, whether it is an enemy target or an ally, gets in the path to a boulder’s target, the boulder will hit that target instead. The boulders will keep rolling in a straight path if they miss their target until they hit something else or leave the battlefield. Any boulder that leaves the battlefield crumbles upon doing so. 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 9d10 points of physical magic damage on impact. 

N/A

Land Slide

Catapult 6 Soul 5 spell: any 1 location; catapult: 1 target until physically hit or battle ends Normal Arcana -2

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d20 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. Once created you do not have to maintain the catapult and can use other skills and spells.  

N/A

Gravel Pelt

Chamelonism 4 Soul 3 self until ended or attacked Normal Arcana

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind rune stone.

This manipulation allows you to blend in with the natural environment. It does so by causing your exterior appearance to change to that of whatever you are standing or laying against. If it is a rock wall, then your exterior appearance will change to mimic the color and pattern of the rock wall. Same thing with any other natural environment. This effect gives enemies a penalty to Perceive that is equal to your Arcana and a hard difficulty when trying to locate you. This spell can be used with other skills such as hiding for greater effect. 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.

Armor Effect: Chamelonisim

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

Tracker's Mind

Crater 12 Soul 11 a 4x4 space area of your choosing instant Impossible Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

The area of your choosing gets ripped up from underneath doing physical magic damage. The damage done by this spell is 1d% 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.

N/A

Crevasse's Pull

Crevasse's Darkness 10 Soul 9 1 target happens upon target's death Hard Arcana -2

This spell is a part of the Solidity spell chain and can be found in the Solidity rune stone.

When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. 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. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by 1d20 + 2  Vitality a piece instantly. Rolling a 3 causes 4d20 damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current Vitality to double, for the duration of the battle. Rolling a 6 causes 1 random target (decided by dice roll) to be instantly killed.

N/A

Crevasse's Secret

Crevasse's Pull 10 Soul 9 affects a 3x3 space area 1d6 rounds Hard Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

With this manipulation, you open a dark hole in the ground in a location of your choosing. The diameter of the hole is exactly 3x3 feet or 1 space. 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.

N/A

Pull of the Earth

Crevasse's Secret 8 Soul 8 battlefield 1d6 rounds Hard Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity rune stone.

With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 5d12 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. 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

Stone Skin

Crevasse's Trick 8 Soul 7 1 target instant, takes 2 rounds to finish Hard Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

This spell fools the target into thinking that they are falling down a pit. 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 4d20 + 5 physical magic damage. The target cannot get up until the next round, loosing a round.

N/A

Quartz Cage

Crystal Lance 10 Soul 9 1 target instant Hard Arcana -2

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil 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 9d10 magical damage.

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

Weapon becomes piercing doing 10% piercing damage.

Mud Serpent

Curse of Immortality 12 Soul 11 1 target within 6 spaces permanent Impossible Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity rune stone.

With this spell you grant the target immortality. But the target soon learns what immortality means. 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. The life of whoever is sealed in stone will never be seen without the use of the spell Death of Magic, which must be used before any revival spell such as Miracle Summoning can work.

N/A

Crevasses's Darkness

Deadly Sap 6 Soul 5 1 target or self 1d6 rounds Normal Arcana -2

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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 1d6 poison damage until cured.

Weapon Effect: Deadly Sap

Critical hit applies 1d4 poison damage, doesn't stack.

Acorn Shot

Dust Devil 2 Soul 2 1 target 1d4 rounds Easy Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 2d6 points of magical damage each round and blur the target’s vision causing the target to have to make hard perceive checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends.

Weapon Effect: Dust Devil

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

N/A

Earthen Angers 6 Soul 5 1 target instant Normal Arcana -2

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil 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 6d6 +2.

Weapon Effect: Earthen Angers

Critical Hit knocks target down.

Gravel Pelt

Ent Guards 8 Soul 8 next to self 1d8 Rounds Hard Arcana

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind rune stone.

With this spell you create a massive ent. The ent is your personal body guard. It will block 1d% percentage 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

Entanglement

Entanglement 6 Soul 5 1 target until freed Normal Arcana -2

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind rune stone.

With this spell you summon thick vines to entangle the enemy target. The target must make a hard athletics check with the caster's Arcana as a penalty 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 double to the target.

Weapon Effect: Entanglement

Critical Hit causes spell effect.

Chamelonisim

Entomb 10 Soul 10 1 target entombed for 3 rounds or until freed Hard Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

With a swift movement the earth opens up what appears to be a mouth with a long snout and closes on the target. 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 80 Vitality, and once that Vitality is gone, the target will be freed. 

N/A

Crevasse's Trick

Gravel Pelt 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d12 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road.

Armor Effect: Gravel Pelt

Being critically hit causes spell effect to attacker.

Dust Devil

Green Climber's Lure 10 Soul 9 1 target, affecting targets within 10 spaces of entangled target until freed Hard Arcana -2

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind 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 Impossible Mental Balance Check, 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. 

N/A

Serpentine Roots

Grounding 2 Soul 1 1 target 1d4 rounds Easy Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers  physical damage taken by the target by 1d6. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded.

Armor Effect: Grounding

Immune to Knock Back, Knock Down, and being moved

Weapon Effect: Grounding

Critical Hit seals target to spot for 1d3 rounds

N/A

Guardian Form 8 Soul 8 1 target or self, spell damage range of 2 1d6 rounds Hard Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity 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 5d10 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.

N/A

Stone Skin

Hovel 4 Soul 3 enough space for 3 human-sized people as long as the mage is there to keep up the hovel Normal Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding 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, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Occasionally some mages create hovels to temporarily trap their enemies. 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

Grounding

Land Slide 8 Soul 7 a 10 space straight line cone from the caster instant Hard Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

You create the effect of a landslide with summoned stones. The landslide flows from you in a straight line that is 10 spaces long. It is a cone that starts at 1 space wide and adds 1 space to each side every space traveled. Therefore at space 1 it is 1 space, space 2 it is 3 spaces wide, space 3 is 5 spaces wide, and so on. The landslide hits every target that is on the ground or no more than 3 feet off of the ground causing 2d20 points of physical magic damage. A critical magic hit causes stun for 1 round. 

N/A

Catapult

Living Ground 6 Soul 5 1 target instant Normal Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding 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

Misstep

Marble Warrior 10 Soul 10 1 target or self 1d8 Rounds Hard Arcana -2

This spell is a part of the Solidity spell chain and is found in the Solidity 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 armor defense of 1d20. 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.

Armor Effect: Marble Warrior

This grants your armor a 50% increase to armor defense.

Unnatural Strength

Metal Blade 12 Soul 11 1 target instant Impossible Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

You hurl a long blade of pure metal at the target. The metal spins like a disk as it flies through the air until it lands into its target. The metal blade does initial additional physical magic damage of 8d10. 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 5d10 to itself. Ripping the blade out causes bleeding damage of 1d6 per round and has a 1 in 6 chance (decided by rolling a 1d6) of instant death.

N/A

Crystal Lance

Misstep 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding 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. The target feels unsure in which way it should be moving, often times moving backwards half as much as it moves forward.

Weapon Effect: Misstep

Critical hit causes spell effect

Grounding

Mountain Fortress 6 Soul 6 enough space for 3 human-sized people 1d6 rounds Normal Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again.

N/A

Hovel

Mountain's Base 6 Soul 6 battlefield 1d6 rounds Normal Arcana -2

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

When you create this spell dust will fly out in every direction over the entire battlefield, forming thick clouds of it from your body. To all enemy targets this creates a visual distortion effect. Every time they wish to attack they will have to make a hard perceive check in order to be able to attack you or your allies. They will also have to make a normal perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles.

Armor Effect: Mountain's Base (Helmet Only)

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

Gravel Pelt

Mountain's Heart 8 Soul 7 1 target 1d6 rounds Hard Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding 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. 

Armor Effect: Mountain's Heart

Receive only half of slashing or bashing damage, as well as being immune to knock down or knock back.

Mountain Fortress

Mountain's Oasis 10 Soul 9 self and all allies effect happens upon death blow Hard Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding 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 1d10 more Vitality than the amount of damage that would be taken right before the attack is carried out. 

N/A

Mountain's Heart

Mountain's Summit 8 Soul 7 battlefield instant Hard Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

When you unleash the power of this spell, you recreate a mountaintop exploding out from your own body. Large boulders are thrown from your body and dust and debris fly across the area, covering all of the area in dust, debris, and flying boulders. 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 6d12 damage. If someone rolls a 6-13, they will receive 3d20 damage. If someone rolls a 14-20, they will not receive any damage. 

N/A

Mountain's Base

Mud Serpent 8 Soul 7 1 target 1d6 rounds Hard Arcana

This spell is a part of the Dust Devil spell chain and can be found in the Dust Devil rune stone.

Mud Serpent creates a large snake out of mud. The snake immediately moves off quickly and wraps itself around a target that you choose. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 3d20 points of physical magic damage each round. At the end of the spell the snake dries up and falls off of the target. 

Weapon Effect: Mud Serpent

Critical hit stuns target for 1d4 rounds.

Earthen Angers

Nature's Wrath 8 Soul 8 all enemies instant Hard Arcana

This spell is a part of the Oaken Skin spell chain and is found in the Oaken Skin 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 hard brace check. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 6d10 magic damage.

N/A

Ova's Trap

Oaken Skin 2 Soul 1 1 target or self 1d6 rounds Easy Arcana

This spell is a part of the Oaken Skin spell chain and is found in the Oaken Skin rune stone.

This spell turns your skin into thick oak bark. This gives you an armor defense that is half your Fortitude. 

Armor Effect: Oaken Skin

Runic Power as Armor Defense

N/A

Ova's Hand 4 Soul 4 up to 10 people, range of 3 x caster's movement rate 3 x caster's movement rate Normal Arcana

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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

Oaken Skin

Ova's Shield 4 Soul 4 self and all allies until hit Normal Arcana

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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".

N/A

Oaken Skin

Ova's Trap 6 Soul 6 1 target until target is freed or dead Normal Arcana -2

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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 4d12 Vitality.

N/A

Ova's Hand

Pull of the Earth 8 Soul 7 1 target, 2x2 space around target 1d8 Rounds Hard Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding 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

Quicksand

Quartz Cage 6 soul 5 1 target until freed or death of target Normal Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

With this manipulation you create a cage of pure quartz that holds the target in. The cage has 4d12 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.

N/A

Tremor

Quicksand 6 Soul 5 a 5x2 space area 1d6 rounds Normal Arcana -2

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. 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. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there. The quicksand affects a 5 space long by 2 space wide area of your choosing.

N/A

Misstep

Rain of Thorns 8 Soul 8 a 4x4 space area instant Hard Arcana

This spell is a part of the Oaken Skin spell chain. It would be found in the Oaken Skin rune stone.

With this spell you cause a volley of thorns come raining down upon a 4x4 space area affecting any target, friend or foe, that is within that area. All targets are dealt 4d20 physical magic damage to the head.  

N/A

Deadly Sap

Sculpted Mount 6 Soul 6 next to caster 1 day Normal Arcana -2

This spell is a part of the Solidity spell chain and is found in the Solidity 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.

  • Increases movement speed by x 2;
  • Can carry any race and up to 1500 pounds;
  • Not afraid of battle – can be ridden into battle;
  • When ridden into battle, can charge at a cost of 2 Power at the start of battle giving rider instant first attack regardless of initiative
  • Cannot be ridden into area maps

N/A

Stone Circle

Serpentine Roots 8 Soul 7 up to 4 targets instant Hard Arcana

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind 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 1d4 poison damage.

N/A

Entanglement

Skin of Thorns 8 Soul 7 1 target or self 1d6 rounds Hard Arcana

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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 power 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.

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. 

Whip of Thorns

Solidity 2 Soul 1 1 target or self 1d6 rounds Easy Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity rune stone.

With this manipulation the target’s physical weaknesses are covered by a thin layer of stone. Any pieces of armor missing from the target’s set are filled with stone. The stone moves with the armor and is light not affecting weight or restricting movement. This protects the target by reducing all physical damage received by 10% and providing an armor defense of 1d8.

Armor Effect: Solidity

All physical damage is reduced by 10%.

N/A

Stone Circle 4 Soul 4 1 target 1d6 rounds Normal Arcana

This spell is a part of the Solidity spell chain and can be found in the Solidity rune stone.

By creating Stone Circle, you create a ring of floating stones around yourself or any one target. The radius of the stone circle is any adjacent space. Anytime a target, ally or enemy, moves into the protected circle that target will be dealt 2d10 +2 points of physical magic damage instantly and for every round that they are within the circle. The “protected target” is not affected.

Armor Effect: Stone Circle

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

Solidity

Stone Seal 10 Soul 9 self for 1/10th of your move rate (round up) Hard Arcana -2

This spell is a part of the Solidity spell chain and can be found in the Solidity 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. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die. This spell cannot be used in battle.

N/A

Guardian Form

Stone Skin 6 Soul 5 1 target or self 1d6 rounds Normal Arcana -2

This spell is a part of the Solidity spell chain and can be found in the Solidity 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 armor defense of 1d12.

Armor Effect: Stone Skin

Increase armor defense by +4.

Stone Circle

Temple Statue 10 Soul 10 a random ally or the caster each round, it forms next to the caster until destroyed or end of battle Hard Arcana -2

This spell is a part of the Solidity spell chain and can be found in the Solidity 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 1d20 Vitality. This statue is not immune to damage, her Vitality is 3 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.

N/A

Ancient Sentries

Tracker's Mind 2 Soul 1 self 1 hour Easy Arcana

This spell is a part of the Tracker's Mind spell chain and can be found in the Tracker's Mind 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.

Armor Effect: Tracker's Mind (Helmet Only)

Spell effects always active.

N/A

Tremor 4 Soul 3 a 3x3 space area around the caster instant Normal Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding 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 2d12 physical magic damage.

Weapon Effect: Tremor

Critical Hit causes target to be knocked down.

Grounding

Unbreaking Balance 4 Soul 3 1 target or self 1d6 rounds Normal Arcana

This spell is a part of the Grounding spell chain and can be found in the Grounding rune stone.

This spell reinforces the target's sense of place, giving it a 1d6 bonus to Brace for any balance check.

Armor Effect: Unbreaking Balance (Footwear Only)

+3 to Brace 

Grounding

Unnatural Strength 8 Soul 7 1 target or self 1d6 rounds Hard Arcana

This spell is a part of the Solidity spell chain and is found in the Solidity rune stone.

This spell grants the protected target a major boost of strength. It increases the target’s strength by + 1d12 and all Strength Traits by +1d4.

Armor Effect: Unnatural Strength

This grants the wearer an increase to all strength traits of +2.

Sculpted Mount

Whip of Thorns 6 Soul 5 self or 1 target 1d6 rounds Normal Arcana -2

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin 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 the caster's runic power plus your runic 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.

Weapon Effect: Whip of Thorns (Melee Weapon Only)

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

Ova's Shield

Woodland Sentinel 10 Soul 10 self 1d8 Rounds Hard Arcana -2

This spell is a part of the Oaken Skin spell chain and can be found in the Oaken Skin rune stone.

With this spell you turn into an ent. You become impervious to physical attacks and your geomancy spell power, Soul, 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

Skin of Thorns

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