Geomancy

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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Geomancy