This is the magic of the runic element, earth. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the air element.

Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.

Affinities: Stone, Nature

Months: Afteryule, Narvanye

Earth is magic that involves the manipulation of the earth element, and all of the aspects that come with or from the earth. Those aspects are of rock and ground, nature, growth, and regrowth. Earth Magic is divided into the following categories: Geomancy and Floramancy.

  • Geomancy is most known for its focus on defense and defense empowerment. It's affinity is stone.
  • Floramancy is the magic of nature and plant life. It's affinity is nature.
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1) Earth Affinities

Those born under the element of earth will have a stronger affinity to one of two aspects of earth. Those aspects are stone, nature, and decay.

Stone is the most iconic and well known aspect of earth magic. It is the very aspect of earth itself, of the dirt, rocks, and even the mountains. Stone governs earth's power of defense and ground control. Through stone, one might create an armor of rock, summon a mighty statue to life, or move the very ground. These are your geomancers. Those with the stone affinity are stubborn and traditional, yet are also very reliable. Many of this affinity make great security personal, body guards, and laborers.

Nature is the aspect of earth that druids, the elves, and hunters most resonate with. Nature governs the living, natural world of plants, from the fungus to the mighty tall oak. It is the magic of the goddess Ova, and has the power to harm and heal. Through nature, one might mend things once broken, restore and regrow things once dead, or summon mighty roots to impale his or her enemies. These are your floramancers. Those with the nature affinity are very down to earth or your environmentalists. They make great naturalists, scientist, and activists.

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2) Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Stone: to use minor stone manipulations you must have a Runic Soul greater than 10 and have mastered at least one geomancy spell. Then you can cause small manipulations like create outcroppings, move a spot of ground, and so forth. The degree of control needed will determine how much runic soul you need to have.

Nature: to use minor nature manipulations you must have a Runic Soul greater than 10 and have mastered at least one floramancy spell. Then you can cause small manipulations like manipulate plant growth, entangle someones feet with vines, and so forth. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Earth Magic

In the elemental magic of Earth, there are two iconic symbols. They are the Mountain and the Crevasse. These symbols are said to be the very source of earth magic, even though like all elemental magic in Nor'Ova, earth magic is conducted not by incantations or potions, but by manipulating the element of earth to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Earth, the Mountain symbolizes the light aspect while the Crevasse represents the dark aspect.

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4) Environmental Effects on Earth Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of earth magic:

  • In earthly places or places where there is a lot of earth element present - such as represented by a lot of plant growth or a lot of exposed earth - earth magic effects are increased by x 1.25
  • In water or in places with a lot of fire element present, geomancy effects are decreased by x 0.75.
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5) The Soul of Earth

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of earth is that of the great and mighty world tree of legend, the Yggdrasil. The various affinities have their own minor soul that they can also connect to.

  • Stone: The affinity soul of stone is the Mountain. Whenever a death blow is about to happen, they have a 20% chance to ignore it completely.
  • Nature: The affinity soul of nature is the the Dryad. They have a 30% immunity to all poisons and cannot be killed by poison, instead when they reach below 10% of their max HP, the poison will go away.

The earth soul of the Yggradrasil can be reached when the one born under earth has mastered 5 earth spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death, blocking for a short period any and all damage to its bearer and the bearer's friends. When you only have 10% HP left, you have a chance for the attacks against you to be completely ignored. The chance is 10%. With each attack against you, you can roll for that chance. Should you succeed, the attacks against you and your allies will be ignored for 1d3 rounds, giving you enough time to hopefully heal. This chance does increase as your connection to earth increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Earth Magic Progression

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7) Earth Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
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. Rain of Thorns: A volley of thorns come raining down affecting the target of Acorn Shot as weall as any other target, friend or foe, that is within a 3x3 space area around that target. All targergets are dealt 11d20 physical magic damage to the head. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect - Projectile Weapons Only 20 SA, +20 SA per additional level 1, +1 per additional level 1 target, surrounding 3x3 spaces

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

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

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 SA, +10 SA 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: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 30 SA 3 battlefield

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. N/A: Only 1 level with this spell. N/A: Only 1 level with this spell. Armor Effect 30 SA 2 self

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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. Crevasse's Secret: With this spell you open a hole in the earth underneath you which you float over. Every enemy target takes 1d% magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Crevasse's Darkness: When this spell is created, blackness coats the target of Crevasse's Trick like a liquid. It does not affect the target until the target dies. When the target dies, one of six effects determined by rolling a 1d6 happen. Click on the spell to read about the effects. Curse of Immortality: With this spell you grant the target immortality. The target turns to stone instantly, nothing more than a well sculptured statue. Breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the use of the spell Death of Magic, which must be used before any revival spell such as Miracle Summoning can work. N/A 30 SA, +10 SA per additional level 3, +1 per additional 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

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. Whip of Thorns: This spell grants the benefactor of Deadly Sap 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. The thorns give the whip piercing damage, with 10% of the damage dealt going straight to HP. Skin of Thorns: This spell coats the benefactor of Deadly Sap with a protective barrier of thorns. Anyone who melee attacks you will receive double the caster's runic energy damage, with 10% of the damage going straight to HP. The poison from Deadly Sap coats the thorns. Woodland Sentinel: With this spell you turn the benefactor of Deadly Sap into an ent. You become impervious to physical attacks and your geomancy spell power, SA, EP, and strength 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 normal damage to you and fire does double damage to you. Weapon Effect 20 SA, +10 SA per additional level 1, +1 per additional level

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 Mountain's Base: Dust Devel level 1 effects for all enemies on the battlefield; physical spell Mountain's Summit: Adds instant boulder damage to all on battlefield, ally and enemy; roll 1d20, 1-5 = 10d20 damage, 6-13 = 5d20 damage, anything else is no damage; physical spell N/A: Only 3 levels with this spell. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target, battlefield for the rest

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 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. Crystal Lance: While you are bashing the target with Earthen Angers you create a great crystal lance. The lance does an additional 4d12 magical damage and 4d12 physical damage, 1/2 of the physical damage is straight HP damage. Metal Blade: Once the target is impaled with the crystal lance, you hurl a long blade of pure metal at the target. The metal blade does initial additional physical magic damage of 2d20. 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 6d12 to itself. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +10 SA per additional level 2.5, +1.5 per additional level 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

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: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 30 SA 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. Serpentine Roots: The entangling vines have great roots that snake out and deal 10d20 physical magic power to the trapped target each round that the target is trapped. Green Climber's Lure: This spell grows the lure of a green climber on the vines entrapping its target causing other targets within 10 spaces to need to make a Will Check with the caster's Runic Soul as penalty, or be entangled as well and suffer the combined effects of the previous levels of this spell. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +10 SA per additional level 2, +1 per additional level 1 target initially

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

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. Catapult: Creates a catapult that will attack a target of your choice dealing 1d% + 1d20 points of physical magic damage with each shot. Land Slide: Hits head of target causing 8d20 physical magic damage, critical magic stuns target for 1 round. Boulder Dash: 1d6 boulders go in every direction to your appointed targets, ff anything is in the way of the boulder from rolling directly to its target, it will hit that obstacle and crumble. They go in straight lines, if they hit a target each boulder does 8d20 physical magic damage. Armor Effect 25 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

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. Pull of the Earth: Projectiles are useless against target protected by Grounding and adjacent spaces. Crevasse's Pull: Anyone in adjacent space around grounded target looses 1d20 HP 1d10 SA given to grounded target. N/A: Only 3 levels with this spell. Armor Effect, Weapon Effect 10 SA, +10 SA per additional level 1, +0.5 per additional level 1 target, surrounding spaces

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

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. Mountain Fortress: With creating this spell the hovel that was created is lifted up and transformed into a floating miniature stronghold, with only those that were in the hovel in the fortress. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. N/A 20 SA, +20 SA per additional level 2, +2 per additional level enough space for 3 human-sized people

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

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

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. Living Ground: Every step they take backwards is in the direction of your choosing and they must take 1d4 steps in the direction of your choosing. Entomb: 3 round countdown for death N/A: Only 3 levels with this spell. Weapon Effect 10 SA, +10 SA 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 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 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. Ancient Sentries: You chooses two targets, one for each sentry, but not the target of Mud Serpent. Every round they are active, each statue attacks the target they were designated to attack. Basically with this upgrade, you ate attacking 3 targets, 1 who is stunned and two others who must focus on their sentries. Temple Statue: Every round the statue walks to an ally and waves her scepter, healing the target for 10d20 HP. This statue's HP 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. The statue can only move once per round and has a battle movement rate of 5 and a range of 3. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +10 SA per additional level 3, +1 per additional level depending on level from 1 target to 3 targets and allies

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

Nature's Wrath This is part of the Oaken Skin spell chain and rune stone. With this spell you summon the fury of Mother Ova upon your enemies. A terrible hurricane comes raging onto the battlefield, and every enemy target must make a Balance check with a 25 point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received 10d20 magic damage. Level 2 Upgrade: Balance check with a

30

point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received

15d20

magic damage.
Level 3 Upgrade: Balance check with a

35

point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received

20d20

magic damage.
Level 4 Upgrade: Balance check with a

40

point penalty. Any target that fails is instantly removed from the battlefield swept far away. Anyone who succeeds received

25d20

magic damage.
N/A 50 SA, +10 SA per additional level 5, +1 per additional level all enemy targets

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 skill

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 HP. Despite being natural though, the Defense can be destroyed if you take enough damage, however any healing spell that heals your HP can heal your oaken skin, and will heal it first. Unnatural Strength: 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. Marble Warrior: This boost is added on top of Oaken Skin and Stone skin for the ultimate in defense. This 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. N/A Armor Effect 15 SA, +10 SA 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

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

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. Ova's Shield: This spell grants you all a one-hit protection spell. When you or your allies are hit, 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". N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. N/A 20 SA, + 20 SA per additional level 1, +2 per additional level self and allies

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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. Also each round the target's DR% decrease by 5. The flytrap has 4d% HP. Level 2 Upgrade: Increase cage's HP by an additional 2d%. Level 3 Upgrade: Increase cage's HP by an additional 2d%. Level 4 Upgrade: Increase cage's HP by an additional 2d%. N/A 40 SA, +10 SA 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 skill

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% HP 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 HP by an additional 1d%. Level 3 Upgrade: Increase cage's HP by an additional 1d%. Level 4 Upgrade: Increase cage's HP by an additional 1d%. N/A 25 SA, +10 SA 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

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: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 20 SA 1 next to caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 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. Stone Skin: 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 on top of Oaken Skin, giving the target an additional Defense of 2d12. Guardian Form: Grants target a dirt fist attack that does 4d20+2d10 points of physical magic damage, with a range of 2. Stone Seal: 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. If you get caught in the stone when the spell ends, you die. This spell cannot be used in battle. Armor Effect 20 SA, +10 SA 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 skill

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. Mountain's Heart: 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. Mountain's Oasis: 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 3 levels with this spell. Armor Effect 10 SA, +20 SA per additional level 1, +2 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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. Unbreaking Balance: 3d20 bonus to Agility for any balance check. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Armor Effect - Helmet Only, Armor Effect - Footwear Only 10 SA, +10 SA per additional level 1, +1 per additional level self

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100

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. Quicksand: 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. The quicksand affects all spaces affected by Tremor and the spaces right outside of Tremor's area of affect. Crater: The area affected by Tremor gets ripped up from underneath doing physical magic damage. The additional damage done by this spell is 4d12 points of physical magic damage. Only lower body armor such as for the legs and feet can help absorb damage from this spell. N/A: Only 3 levels with this spell. Weapon Effect 20 SA, +10 SA per additional level 1, +1 per additional level a 3x3 space around caster

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

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Submitted by mythus on Fri, 10/07/2022 - 23:05