Geomancy

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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

Tags: Geomancy