Geomancy

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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 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

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

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

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

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

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

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

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

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

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

Tags: Geomancy