Earth.png

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.

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, and of course decay and death. Earth Magic is divided into the following categories: Geomancy, Floramancy, and Necromancy

  • Geomancy is most known for its focus on defense and defense empowerment.
  • Floramancy is the magic of nature and plant life.
  • Necromancy is the magic of all things that rot in the earth.

Earth Magic is the magic of nature, of rock and dirt, and of death and decay. One practitioner might summon up rocks and create armor of stone, while another might call forth mighty vines or a rain of thorns. Necromancy is also the magic of earth, however it is of the darker aspects of geomancy - the crevasse, the grave, and decay. 

Minor elemental manipulation usually involves effecting the natural fauna, causing small movements in the earth, the strengthening of materials, and the speeding up of rot and decay.

Back to top

1) Some Possible Minor Elemental Manipulations

Please note that this is nowhere near a complete list of all the things that are possible with minor elemental manipulations of the earth element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

Manipulation Effect Range and Area Restrictions
Effect Plant Growth With this manipulation you are trying to increase or decrease the size of a plant’s growth. Say there are some poisonous vines blocking your path and you don’t want to draw attention to yourself with noise caused by cutting down the vines. You would use this kind of manipulation to cause the vines to slowly shrink back and give you an opening. Every 1 SA would allow you to shrink or grow the target plant by 1 inch. 1 space or 3 feet, affecting 1 target You can only affect plant growth by up to 3 feet per day.
Hardening of Rock With this manipulation you are trying to make a rock or piece of dirt harder and more solid. This would be useful when trying to navigate a marsh, bog, or quicksand. With this manipulation you would be able to make the area you are stepping on to more solid for about a minute. Spending 2 SA points will affect one 1×1 foot area for 1 minute. You can spend 1 SA point per round if you wish to keep that area solid. 1 space, affecting a 1×1 foot area You can only keep up to three area blocks (three 6×6 foot blocks) hard at a time.
Hardening of Armor With this manipulation you are attempting to brace your armor for impact. Every 5 SA points will increase your armor’s PR by 10 for only an instant. armor you are wearing This effect only lasts for an instant (one attack).
Hardening of Weapon With this manipulation you are attempting to brace your weapon for impact. Every 5 SA points will increase your weapon’s DP by 10 for only an instant. This is extremely useful if you are about to strike something that is considerably stronger than your weapon. weapon you are wielding This effect only lasts for an instant (one attack).
Added Weight With this manipulation you are attempting to add weight to an item, rock, or other target. 1 SA point will increase the target’s weight by 1 pound for 1 minute or round. 1 target You can only increase the objects weight by half of its original weight.
Weakening of Material With this manipulation you are attempting to weaken some rock or metal to make it easier to dig through or manipulate. You cannot use this to weaken armor. Every 1 SA point you spend into this manipulation will decrease the target’s DP by 1 for 1 minute. 1 target You can only decrease the target's DP by a quarter of its original DP.
Manipulation of Material With this manipulation you are attempting to manipulate some material into whatever shape you desire. This manipulation does not change the durability or strength of a material and cannot be used on armor being worn. With this you need to spend 1 SA point per 2 points of DP to match the target’s DP in order to shape the target as you desire. 1 space, affecting 1 target N/A
Terrain Manipulation With this manipulation you are attempting to change the aspect of the terrain you are walking on so that the terrain penalties are decreased. Every 1 SA points spent will decrease the penalty by 1 point. around self, affecting a 3×3 space area N/A
Aid in Tracking This manipulation causes the tracks to be somewhat more visible and the sounds more audible allowing your tracking to be more successful. Every 2 SA points spent increases your Perception % by 1 for 1 minute or round. self You can only increase your Perception % by 10 points
Create Outcropping With this manipulation you are attempting to create little outcropping that you can grab onto or place your feet onto when attempting to climb up a cliff or mountain or wall. Every 5 SA point spent creates 1 outcropping where you desire that lasts for 5 minutes. 1 target Only small outcroppings are produced, just large enough to grab on to or balance on, can maintain up to 5 at a time
Aura of Sickness With this manipulation you are attempting to use your control over the decay of the element of earth to cause those around you to feel sick. This would cause them to have their movement cut in half while in this aura. This would affect a 2×2 hex area or 6×6 feet area around you. You simply need to spend 5 SA points to put up this field. a 2×2 space area around user This effect cannot decrease anymore than 2 actions per target.
Minor Animation of the Dead With this manipulation you are attempting to use your control over the element of earth and those that sleep within it to cause a deceased corpse to move. You need to spend 5 SA point per body part that you want to animate. Therefore to animate the whole corpse you need to spend 25 SA points. 1 corpse N/A

 

Back to top

2) 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.

Back to top

3) The Aspects of Earth Magic

Earth Magic presents several aspects that govern the magic of those of the earth element. 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.

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.

Decay is the darkest aspect of earth, but very much important to the natural world. Without decay, regrowth and new growth would be impossible. Necromancers often draw upon the power of decay for their foul arts, using it to summon terrible poisons or control the very dead.

 

Back to top

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, and places with lots of decay - 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.
Back to top

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 earth 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%.

 

Back to top

6) Earth Magic Progression

Back to top

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 - Guns 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

Army's Decay This is part of Deadman's Shell spell chain and rune stone This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. The differences are that you cannot make an orb to trick the spell, and any target that was taken away and then returned is returned at half HP, SA, and EP. 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 50 SA 5 battlefield

Level 1:  80

This is a Tier 3 spell

Level 1: 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:  45/75

This is a Tier 4 spell

Level 1: 100/200

Beast's Prey This is in the Dead Man's Shell spell line and rune stone. This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 5d20 damage is done to the attacker. Cold Blade: Adds 2d20 magic damage and Bleeding Out status affect to the attacker along with Beast's Prey. Rapid Aging: Adds to the previous two levels effects, affecting the attacker. The attacker's melee, throw, and bow power are cut in half, move rates in half, and Evade by 10, for a duration that starts on the attacker when hit. Physical Decay: This adds to the previous levels of Beast's Prey, all affecting the attacker who melee attacks the target protected by Beast's Prey. The effected will have its EP and Strength cut in half, and their melee, bow, and throw power further cut in half, on top of Rapid Aging. Furthermore, all damage dealt by the attacker will be cut in half.  Armor Effect 20 SA, +10 SA per additional level 1.5, +1.5 per additional level Protection for 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

Bio Instability This is in the Bio Instability spell chain and rune stone. Food Poisoning, cuts target's movement rates in half. Deconstruction: Eats away at target's armor doing 1d10 points of DR% damage per round. Night Shade: Poison damage for 4d10 HP per round. N/A: Only 3 levels with this spell. Weapon Effect 10 SA, +10 SA per additional level 0.5, +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 spell

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

Chamelonism This is part of the Oaken Skin 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. 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. 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 3 levels with this spell. Armor Effect 30 SA, +10 SA per additional level 2, +1 per additional level self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 skill

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

Create Earth Elemental This is part of the Tracker's Mind spell chain and rune stone. With this manipulation you can create one earth elemental. The earth elemental will obey you until you run out of SA. You may use other spells and attacks while you have the earth elemental. For information on the earth elemental please refer to the Bestiary section. Create Earth Construct: With this manipulation you can create one earth construct. The earth construct will obey you until you run out of SA. You may use other spells and attacks while you have the earth construct. For information on the earth construct please refer to the Bestiary section. Create Earth Avatar: With this manipulation you can create one earth avatar. The earth avatar will obey you until you run out of SA. You may use other spells and attacks while you have the earth avatar. For information on the earth avatar please refer to the Bestiary section. N/A: Only 3 levels with this spell. N/A 10 SA, 2 SA per round, see level for SA increase 3, +2 per additional level next to caster

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

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:  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

Deadly Guard This is part of the Dead Man's Shell spell chain and rune stone. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 3d% HP. Level 2 Upgrade: The warrior has 4d% HP. Level 2 Upgrade: The warrior has 5d% HP. Level 2 Upgrade: The warrior has 6d% HP. N/A 30 SA, +10 SA per additional level 2.5, +0.5 per additional level 1 ally

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

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 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

Deadman's Shell This is part of the Deadman's Shell spell chain and rune stone. This spell changes your skin or the skin of an ally of your choosing, to that of a dead man. Physical damages are reduced by 25% and there is a 15% chance that the attack will heal the protected instead of harm it. Zombification: Adds onto Deadman's Shell by granting target all benefits of being a Zombie. Target cannot use spells but can use skills. All damages done by target are tripled and all damages done to target are halved with a 25% chance to be healed instead. Target dazed 1 round after duration. Nightwalker's Curse: Grants the target all of the effects of the previous two levels as well as the effects of being a vampire. The target's melee, bow, and throw power double. The target's speed also doubles. Each physical attack the transformed does drains 10% from the target's HP to restore the target's HP. Ritual of the Mirrentori: This spell further adds on to the effects of the previous three levels by also changing the target into a lich. While in this form the target cannot be killed. The target's spell’s SA costs are cut in half, rounding up to the nearest whole number and spell's casting speed is cut in half, rounding up. You also get +50 to all of your offensive and runic powers. When the spell ends, the target is stunned for 1 round. Armor Effect 10 SA, +10 SA per additional level 1.5, +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

Death's Calm This is part of the Dead Man's Shell spell chain and rune stone. When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 15d20 damage. Serenity releases the target and the damage is done. Death's Arrival: The dark geomancy magic of decay flows across the body of the target, burning their life away causing 1d% additional damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. Vengeance of the Cursed: This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 2d%+7d12 damage. The ghosts leave you and your allies alone. N/A: Only 3 levels with this spell. Weapon Effect 50 SA, +10 SA per additional level 5, +1 per additional level 1 target

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

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Decay's Warding This is part of the Dead Man's Shell spell chain and rune stone. The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their runic energy is weakened greatly, decreasing the Runic Energy by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. Vampiric Strain: This manipulation temporarily curses the target of Decay's Warding with a vampiric ability. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 2d12 HP damage to the target and the damage taken is used to replenish your HP. Well of the Dead: With this spell you draw upon the dead for strength for the target of Decay's Warding. Calling forth the decaying earth energy around you, temporarily gaining a +50 to melee, throw, and bow power, and + 20 to Speed and Fortitude. Once the spell is over however the energy quickly drains out of target, leaving the target half of their EP. Death's Protection: The target of Decay's Warding does not take any damage from outside forces. However, the protected target takes 6d12 HP damage from the death magic much like you would from poison. The target isn't immune to this poison-like effect. The magic stops all attacks from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on. Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional 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

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 Oaken Skin 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:  50/80

This is a Tier 3 spell

Level 1: 75/150

Entanglement This is part of the Grounding 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. Constrict: This spell causes the vines entrapping their targets to contrict around their targets, making the target unable to cast spells during the spell’s duration. Each round the target receives an additional 5d12 physical magic damage. 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
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

Executioner's Weapon This is part of the Dead Man's Shell spell chain and rune stone. This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 50 SA 4 1 target

Level 1:  50/80

This is a Tier 3 skill

Level 1: 75/150

Grave's Embrace This is part of the Dead Man's Shell spell chain and rune stone. The target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s EP. The target can be restored only when the target has EP recovered. Grave's Beckoning: With this spell the shrill tone of the grave affects the ears of every enemy target not affected by Grave's Embrace. During the spell's duration, the targets will not try to defend, evade, or make any saving throws - including saving grace or will checks. Death: This spell is made to kill the target. It affects the target of Grave's Embrace. It begins a two round countdown at the end of which kills the target. Ending the battle would stop the spell. Judgment: This spell affects those affected by Grave's Beckoning, not by Death or Grave's Embrace. The targets stats all drop down to 5. The target’s stats do return after battle, should the target live that long. HP, SA, and EP would also be dropped to 10 and unable to be restored past 10 due to Fortitude, Mental, and Strength being at 5. Weapon Effect 25 SA, +10 SA per additional level 2, +2 per additional level 1 target or all depending on level

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

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. Stop: Target is stopped, unable to move or act. Target can make resistance checks, should the target break from from Stop before the duration is over, the target will suffer the effects of Living Ground and Misstep.

Entomb: With a swift movement the earth opens up what appears to be a mouth with a long snout and closes on the target. 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.

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
Level 4:  2555

This is a Tier 2 skill

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

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.

Open up the spell to see damage values and other important information.

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 skill

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. 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. 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. 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
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

Ova's Hand 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 level with this spell. N/A: Only 1 level with this spell. N/A: Only 1 level with this spell. 20 SA 1 up to 10 people, range of 3 x caster's movement rate

Level 1:  85

Level 1: 50 character points

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 2 Upgrade: Increase cage's HP by an additional 2d%. Level 2 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

Places Forgotten This is part of the Tracker's Mind spell chain and rune stone. This spell causes the target to forget where it is and what it is doing. It must make a mental check to first recover where it is and then to remember what it was doing. This would also end any spell the target was casting. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 20 SA 2 1 target

Level 1:  55/85

This is a Tier 2 skill

Level 1: 50/100

Plague This is part of the Bio Instability spell chain and rune stone. This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 3d12 HP per round. Every round the poisoning gets worse, adding 1d4 each round to the poisoning damage. Bitterwood Pandemic: For each round the target will receive 6d20 magic damage, with each round adding a 1d20; so that the first round is 6d20, the second is 7d20, the third is 8d20, and so on. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect 40 SA, +20 SA per additional level 4, +2 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 skill

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

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 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 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 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Reanimation This is part of the Dead Man's Shell spell chain and rune stone. With this manipulation you send out powerful decay magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate. 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 50 SA 5 1 dead target

Level 1:  45/75

This is a Tier 4 skill

Level 1: 100/200

Regeneration This is part of the Solidity spell chain and rune stone. This common spell puts a regeneration effect on a target. Each round, the spell recovers 1d20 HP for the target. Mend: This spell will further heal or repair the inanimate objects on the target that is benefiting from Regeneration. It restores DR% and Durability by the same amount as being restored by regeneration. This spell will also restore broken bones and wings. Revival: This adds onto the regeneration effects, removing any negative status effects with ease. If a negative status effect, such as poison or daze, is caused while this spell is still in effect, it will be removed without causing any of its ill effects. Furthermore the effects of Mend are increased by your Runic Soul. Ressurection: Brings back dead character, including dead with 0 mortality if done within 1 hour of death. The target is unable to act for 1 round and brought back with 1 HP, however, the effects of Regeneration, Mend, and Revival take affect for the 1d12 duration of the spell.  20 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:  2555

This is a Tier 2 skill

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

Release of the Doomed This is part of the Dead Man's Shell spell chain and rune stone. With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check with the caster's Runic Soul as a penalty to be freed. If the target is not wearing body armor, the target will receive 1d% damage when successfully freeing him or herself. If the target does not free him or herself, the target cannot act or cast a spell and looses its turn. Rise of the Doomed: This spell starts as Release of the Doomed. When the target frees itself, the doomed comes out of the ground and tackles the target to the ground, requiring the target to make another strength check with the caster's Runic Soul as a penalty, and loose another round. The tackle does double the caster's Runic Soul for physical damage. Returned One: After freeing him or herself from the skeletal creature, the skeletal creature stands up and begins attacking that target. It has an attack power of 5d% + Runic Energy and can attack 1d4 times each round. The skeleton will only attack the target that escaped its grasp. N/A: Only 3 levels with this spell. 20 SA, +10 SA per additional level 2, +1 per additional level all enemy targets

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 skill

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

Sculpted Mount This is part of the Tracker's Mind 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:  55/85

This is a Tier 2 skill

Level 1: 50/100

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. Unbreaking Balance: 3d20 bonus to Agility for any balance check. Guardian Form: Grants target a dart fist attack that does 4d20+2d10 points of physical magic damage, with a range of 2. N/A: Only 3 levels with this spell. 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
 

This is a Tier 1 skill

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

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. Places Recalled: This spell allows you to recall a place you've visited perfectly to the minute detail, no matter how long its been and no matter if your character has amnesia. This spell is primarily useful for roleplaying purposes, however it can be used to recover old clues that might have been lost to time but lurk hidden in your character's memories. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Armor Effect - Helmet 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 skill

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

Back to top
Submitted by mythus on Thu, 12/02/2021 - 21:28