Geomancy

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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 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

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

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

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

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

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'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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Geomancy