Geomancy

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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

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

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

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

Weapon Effect: Tremor

Critical Hit causes target to be knocked down.

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

This is a Tier 2 spell

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

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

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

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 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

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

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

Armor Effect: Mountain's Base (Helmet Only)

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

25 Soul 2 battlefield Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

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

This is a Tier 4 spell

Level 1: 100/200

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

This is a Tier 5 spell

Level 1: 150/300

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

This is a Tier 4 spell

Level 1: 100/200

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

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

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

This is a Tier 4 spell

Level 1: 100/200

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

Armor Effect: Skin of Thorns (Body Armor Only)

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

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

This is a Tier 4 spell

Level 1: 100/200

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

Weapon Effect: Whip of Thorns (Melee Weapon Only)

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

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

This is a Tier 3 spell

Level 1: 75/150

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

This is a Tier 5 spell

Level 1: 150/300

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

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

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

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

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

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

This is a Tier 2 spell

Level 1: 50/100

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

This is a Tier 3 spell

Level 1: 75/150

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

Armor Effect: Tracker's Mind (Helmet Only)

Spell effects always active.

10 Soul 1 self Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

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

Tags: Geomancy