Earth Magic

Earth.png

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

Effects on Magic Damage: Increase magic damage done against those of the air element by 20%.

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.

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.

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: You can cause small manipulations like create outcroppings, move a spot of ground, and so forth. The ability to do so is an Arcana check.

Nature: You can cause small manipulations like manipulate plant growth, entangle someones feet with vines, and so forth. The ability to do so is an Arcana check.

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.

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.

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 +3 immunity to all poisons and cannot be killed by poison, instead when they reach below 10% of their max Vitality, the poison will go away.

The earth soul of the Yggradrasil can be reached when the one born under earth has 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% Vitality left, you have a chance for the attacks against you to be completely ignored. The chance is an intelect roll with Arcana. 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.

Earth Magic Progression

Geomancy d20.png

Earth Magic Spells

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Dust Devil stone 3 Soul 1 1d20 +1 spaces affecting 1 target 1d4 rounds Dust Devil N/A Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d4 points of damage each round and blur the target’s vision causing the target to have to make hit chance checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. Easy Arcana
Solidity stone 2 Soul 1 1 target 1d4 rounds Solidity N/A This spell makes the target's armor more solid, increasing its Physical Armor by 1d8 but also giving it a 1 Evade penalty. Easy Arcana
Oaken Skin nature 2 Soul 1 1 target 1d4 rounds Oaken Skin N/A This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1. Easy Arcana
Tracker's Mind nature 1 Soul 1 self 1d10 hours Tracker's Mind N/A 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. This grants you a +1d8 for any such checks, typically Nature. Easy Arcana
Grounding stone 2 Soul 1 1 target 1d4 rounds Grounding N/A This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded. Easy Arcana
Acorn Shot nature 4 Soul 2 1 target per acorn that is 1d20 spaces away instant Oaken Skin Oaken Skin This spell summons up 1d8 large acorns that you can hurl at your enemy. You can hurl 1 acorn per enemy. You can hurl more than 1 acorn at a single target. Each acorn deals 1d6 +1 magic damage. You cannot crit with this spell nor can you add Arcana to each acorn's damage. Normal Arcana
Chamelonism nature 4 Soul 2 self 1d4 hours Tracker's Mind Tracker's Mind This spell grants the caster the ability to blend in with his or her surroundings. This is basically a natural hide that increases the caster's Stealth by 1d10. Normal Arcana
Ova's Hand nature 4 Soul 2 next to caster 1d6 hours Oaken Skin Oaken Skin This spell summons a giant and sturdy leaf that the caster and his or her allies may climb upon. The leaf lift up about a foot from the ground and moves at the caster's Move + Arcana + 1d6 rate. The leaf must follow the ground, but always remains about a foot above it. Normal Arcana
Ova's Shield nature 4 Soul 2 1 target or self 1d6 rounds Oaken Skin Oaken Skin This spell creates a magical shield that resembles bark from an oak tree. The shield is as large as the character it is protecting and hovers in front of the character during the duration of the spell. The character does not and cannot equip it. The shield automatically reduces all damages by 1d12, which is rolled per damage so the reduction can be different with each attack. Normal Arcana
Stone Circle stone 4 Soul 2 a 3x3 space area around any 1 target 1d4 rounds Solidity Solidity By creating Stone Circle, you create a ring of floating stones around yourself or any one target at the maximum distance of the radius for the spell. Anytime a target, ally or enemy, moves into the protected circle that target will be dealt 1d12 points of damage instantly and every round that they are within the circle. The “protected target” is not affected. Normal Arcana
Gravel Pelt stone 4 Soul 2 1 target 1d20+1 spaces away instant Dust Devil Dust Devil Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d6+1d4 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road. Normal Arcana
Unbreaking Balance stone 4 Soul 2 1 ally or self 1d4 rounds Grounding Grounding This spell enforces the target with earth magic. The earth magic pulsates through the target granting the target a +1d8 for Brace and Sure Footing. Normal Arcana
Misstep stone 3 Soul 2 1 target 1d4 +1 rounds Grounding Grounding This spell causes the earth to shift under the target's feet. Every step the target makes, the earth will move the target 2 spaces backwards. Normal Arcana
Tremor stone 3 Soul 2 a 3x3 space area around the caster instant Grounding Grounding 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 forces everyone in the area of effect to make a hard brace check to remain standing. Normal Arcana
Hovel stone 4 Soul 2 10 spaces affecting a 6x6 space or 18x18 foot area until spell affect is ended or focus broken Grounding Grounding 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, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Once you leave the range of Hovel (10 spaces) the spell will end. If the mage is attacked the mage must make a focus check or the spell ends. Normal Arcana check
Quicksand stone 5 Soul 3 6 spaces affecting a 4x2 space area 1d6 rounds Grounding Misstep The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. 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 target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there. Normal Arcana
Entanglement nature 5 Soul 3 all enemy targets until freed Tracker's Mind Chamelonisim With the casting of this spell great roots shoot up from the ground and wrap around any ground based target, holding that target in place. That target is trapped to that spot. The target can act as normal as long as the actions do not require any movement. The target is unable to evade any attacks. To be freed, the target must make a hard Athletics check. Targets can be freed by others pulling the target out if they make a hard Athletics check. Attacks the roots does nothing but cause damage to the target since in reality there are no roots, simply earth magic taking on the appearance of roots. Normal Arcana
Ova's Trap nature 6 Soul 3 1d10 spaces affecting 1 target until target is freed or dead Oaken Skin Ova's Hand This spell causes a great giant fly trap to rise up towering behind the target. With a quick action the fly trap engulfs the target. Each round the target will lose 10% of his or her maximum vitality that will restore the fly trap of any lost vitality. The fly trap has 3d20 Vitality. With any kind of damage dealt to the fly trap, physical or magical, 10% of that damage is also dealt directly to the captured target's Vitality. Should the target die the fly trap will spit out its remains and return to the earth. Normal Arcana
Whip of Thorns nature 5 Soul 3 self 1d6 rounds Oaken Skin Ova's Shield This spell causes a whip of heavy, twisted vines to sprout forth from your dominant hand. The whip is brandished with red razor-sharp thorns. This whip has a range of 6 spaces and you can use whip skills with this whip. It has an attack power that is 3 x your Arcana. A critical hit with the whip will poison the target with 1d6 poison for 1d8 rounds. Normal Arcana
Deadly Sap nature 6 Soul 3 user 1d4 rounds Oaken Skin Acorn Shot This spell causes you to produce a deadly sap as if it were sweat. The sap coats your body and your armor, and it is thick much like tree sap. If anyone were to touch it they'd receive 1d8 poison damage for 1d12 rounds. You can coat your weapon, including arrows and the like, with this sap using a support action. Normal Arcana
Stone Skin stone 5 Soul 3 1 target or self 1d4 rounds Solidity Stone Circle This magical manipulation coats your 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, giving the target a Physical Armor of 1d12. Normal Arcana
Sculpted Mount stone 5 Soul 3 next to caster 1d10 hours Solidity Stone Circle 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 day the horse turns into a small pile of dirt and stone. Normal Arcana
Catapult stone 6 Soul 3 next to caster, can target any target until destroyed or end of battle Dust Devil Gravel Pelt This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed. Normal Arcana
Mountain's Base stone 6 Soul 3 a 10x10 space area around the caster 1d4 rounds Dust Devil Gravel Pelt When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles. Normal Arcana
Earthen Angers stone 6 Soul 3 1d12 + 1 spaces affecting 1 target instant Dust Devil Gravel Pelt 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 it’s feet. The total magical damage is 2d10 + 1d4. Normal Arcana
Living Ground stone 5 Soul 3 entire battlefield instant Grounding Misstep With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction. Normal Arcana
Quartz Cage stone 5 Soul 3 6 spaces affecting 1 target until destroyed Grounding Tremor With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 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. Normal Arcana
Mountain Fortress stone 6 Soul 3 above battlefield 1d8 rounds Grounding Hovel With creating this spell a floating miniature stronghold is created that every ally can get into. 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. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again. Normal Arcana
Crevasse's Trick stone 8 soul 4 1d8 spaces affecting 1 target Spell takes 2 rounds to complete; 1st round floats target and 2nd round is when the damage happens Grounding Quartz Cage This spell fools the target into thinking that they are falling down a pit. 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 3d10 magical damage. The target cannot get up until the next round, loosing a round. Hard Arcana
Serpentine Roots nature 8 soul 4 1 target instant Tracker's Mind Entanglement This spell summons a massive pair of thick roots that are wrapped around each other and resemble a great serpent. The root shoots forth from the caster, weaving around any obstacle to reach its target. Upon reaching the target the root impales through the target dealing 9d4 magic damage. The target also receives 1d6 poison damage for the next 1d10 rounds. Hard Arcana
Ent Guards nature 8 soul 4 1 ally or self per ent until the ents are destroyed or battle is over Tracker's Mind Entanglement This spell summons up two living, moving tree creatures called Ents. These are massive creatures the size of oak trees and as strong as oak trees. Each ent is assigned a target to protect, be it you or an ally. You can only have one target per ent, so you cannot have both ents protecting the same target. If you cast this spell again during the spell's duration, the other two ents summoned cannot protect someone who already has an ent protected them. The ent will protect the target, taking 1d% percentage of the attack, with the ent receiving the blocked damage. Each ent has 2d20 Vitality. Fire does double damage to the ent. The ents can be cured. Hard Arcana
Nature's Wrath nature 8 soul 4 all enemy targets instant Oaken Skin Ova's Trap With the casting of this spell nature itself is enraged. Every plant, root, or other flora in the environment attacks every enemy target. Even if the only thing natural in the area is the very dust in the room it too attacks every enemy target. Nature attacks all at once, dealing 2d20 + 2d6 magic damage. Hard Arcana
Skin of Thorns nature 8 soul 4 self or any 1 ally 1d8 rounds Oaken Skin Whip of Thorns 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 4 x the caster's Arcana as damage. 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. Hard Arcana
Awaken Dryad nature 8 soul 4 next to caster 1d6 rounds Oaken Skin Deadly Sap 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 Soul while restoring 1d12 Vitality per round to you. Hard Arcana
Rain of Thorns nature 8 soul 4 entire battlefield instant Oaken Skin Deadly Sap With this spell you shoot up a massive amount of thorns that fall back down upon the battlefield. Only the caster is unaffected. Everyone must make hard evade checks to not get hit by the spell, but the allies of the caster get the caster's arcana as a bonus, while the enemies get the caster's arcana as a penalty. Anyone who is hit is dealt 6d6 + 2d4 magic damage. Hard Arcana
Crevasse's Secret stone 8 soul 4 all enemy targets 1d6 rounds Solidity Stone Skin With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 4d8 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you. Hard Arcana
Guardian Form stone 7 Soul 4 self or any 1 ally 1d6 rounds Solidity Stone Skin With this manipulation, you rip up the soil from the ground and surround yourself or your ally in it until you appear to be a monster of earth. The affected is given an extra 1d20 + 1d12 Physical Armor and 1d12 Magical Armor. The affected can attack with a heavy earthen fist that punches the target doing affected's strength + arcana points of physical damage, having a punch range of 2 spaces. As soon as the duration is over, the dirt falls away, leaving the affected as he or she was before the spell started. Hard Arcana
Ancient Sentries stone 8 soul 4 next to caster, can be assigned to any target per sentry until destroyed Solidity Sculpted Mount 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. Each sentry has 1d% Vitality 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 20 and have 1 attack action and 1 move action. Their physical damage for each attack is 4 x Arcana, and has a range of 1 space. Hard Arcana
Land Slide stone 8 soul 4 a cone starting at 1x1 space expanding by 1 space on each side every space in distance for the length of the battlefield affecting all in the cone instant Dust Devil Catapult This spell summons a land slide of rock, gravel, and loose dirt that come forth from right in front of the caster spreading in a cone fashion in the direction the caster is facing. Any land based creature in the cone's direction at or below the caster's elevation will be affected. They will have to make an impossible Brace check or be swept up and made part of the land slide. Each target affected will receive 8d4 magic damage. The spell continues to the edge of the battlefield, so anyone caught up in the landslide will be taken out of the battle and will have to re-enter the battle at the bottom of the initiative list after the round is complete. Hard Arcana
Mountain's Summit stone 8 soul 4 a 6x6 space around the caster instant Dust Devil Mountain's Base When you unleash the power of this spell, you recreate a mountaintop exploding out from your own body. Large boulders are thrown from your body and dust and debris fly across the area. Everyone in the affected area, ally and enemy, must make a hard evade check to find out if they receive damage. The person casting this spell is unaffected. Everyone except you will roll a 1d20. If someone rolls a 1-5, they will receive 6d6 damage. If someone rolls a 6-13, they will receive 6d4 damage. If someone rolls a 14-20, they will not receive any damage. Hard Arcana
Mud Serpent stone 7 Soul 4 1 target 1d6 rounds Dust Devil Earthen Angers Mud Serpent creates a large snake out of mud. The snake immediately moves off quickly and wraps itself around a target that you choose. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 4d8 points of magical damage each round. At the end of the spell the snake dries up and falls off of the target. Hard Arcana
Pull of the Earth stone 7 Soul 4 a 5x5 space around the caster 1d8 rounds Grounding Quicksand This manipulation causes all projectile weapons to be useless. Any projectile used will not reach the target and will just fall to the ground. The projectile will fall to the ground once it enters the area of effect, unable to reach the target. This spell affects any projectile coming to or from any target within the radius of the spell, including allies, enemies, and yourself. This spell will also pull to the ground anything flying or floating. Hard Arcana
Battlefield of Stone stone 8 soul 4 entire battlefield 1d4 rounds Grounding Living Ground This spell mocks that of a game board. 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. With this spell you can not remove armor and items or change their pose. You can move them, as long as they keep their pose. You can take anything that is in their hands, but nothing else because other things have become a part of them. You also cannot take their life. The magic wears off in a short time. When the area is freed, everyone has to adapt to what has occurred to them. Hard Arcana
Mountain's Heart stone 8 soul 4 self or any 1 ally 1d6 rounds Grounding Mountain Fortress 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 cannot be knocked back or knocked down. Hard Arcana
Unnatural Strength stone 8 soul 4 self or any 1 ally 1d8 rounds Solidity Sculpted Mount When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by x 2 which affects all strength based stats. Hard Arcana
Green Climber's Lure nature 10 Soul 5 This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps. Hard Arcana
Woodland Sentiel nature 10 Soul 5 self 1d8 rounds Oaken Skin Skin of Thorns Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round. Hard Arcana
Crevasse's Darkness stone 10 Soul 5 1 target effect takes place when the target dies Solidity Crevasse's Secret When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. 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. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle. Hard Arcana
Stone Seal stone 10 Soul 5 self 1d10 spaces of movement Solidity Guardian Form 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. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die. Hard Arcana
Marble Warrior stone 10 Soul 5 self or any 1 ally 1d6 rounds Solidity Unnatural Strength 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 double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. 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. Hard Arcana
Temple Statue stone 10 Soul 5 starts next to caster until destroyed Solidity Ancient Sentries This spell creates a statue of a woman in robes holding a scepter. Every round the statue walks to an ally and waves her scepter, healing the target for 5d8 Vitality. This statue is not immune to damage and only has 3d20 Vitality. Each round the statue will independently go up to an ally target, including yourself, and heal that target. At the end of the spell the statue will fade away. The statue can only move once per round and has a battle movement rate of 5 and a range of 3. Hard Arcana
Boulder Dash stone 10 Soul 5 1 target per boulder instant Dust Devil Land Slide By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. The boulders roll to your appointed targets. If anything is in the way of the boulder from rolling directly to it’s target, it will hit that obstacle and crumble. If another target, whether it is an enemy target or an ally, gets in the path to a boulder’s target, the boulder will hit that target instead. The boulders will keep rolling in a straight path if they miss their target until they hit something else or leave the battlefield. Any boulder that leaves the battlefield crumbles upon doing so. 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 4d12 points of magical damage on impact. Hard Arcana
Crystal Lance stone 10 Soul 5 1 target instant Dust Devil Mud Serpent 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 a target of your choosing. The lance pierces the flesh of the target and embeds itself into the target before disappearing. The lance does 5d10 magical damage. Hard Arcana
Crevasse's Pull stone 10 Soul 5 1d8 spaces affecting any 1 adjacent space surrounding the hole and the 1 space for the hole itself 1d8 rounds Grounding Pull of the Earth With this manipulation, you open a dark hole in the ground in a location of your choosing up to 1d8 spaces away from you. The diameter of the hole is exactly 3x3 feet or 1 space. When any target, ally, enemy, even yourself, is on any adjacent space next to the dark hole, that target will lose 50% of current Vitality, Power, and Soul. That target will lose that for each round they are on any adjacent space. This even affects flying and floating targets. If a target walks over, flies over, or floats over the dark hole, they are sucked in and will not return to the battlefield until the spell’s duration ends, losing half of their Vitality, Power, and Soul each round. The hole is invisible to everyone except yourself. Everyone that is up to 4 spaces away from this spell's area of effect gets pulled closer to the hole by 1 space, unless they pass a hard brace check. Hard Arcana
Entomb stone 10 Soul 5 1d8 spaces affecting 1 target 3 round death countdown Grounding Crevasse's Trick 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. The Entomb Spell has 3d% Vitality, and once that Vitality is gone, the target will be freed. Hard Arcana
Mountain's Oasis stone 10 Soul 5 all allies spell's effect happens when mortal damage takes place Grounding Mountain's Heart 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 5 more Vitality than the amount of damage that would be taken right before the attack is carried out. Hard Arcana
Metal Blade stone 12 Soul 6 1 target instant Dust Devil Crystal Lance With this manipulation, you create a long blade of pure metal. The metal spins like a disk as it flies through the air until it lands into its target. The metal blade does initial magical damage of 6d10. During the target’s next round, the target must rip the blade from it’s own body or will be unable to act until it does so, doing extra rip out damage of 4d12 to itself. Impossible Arcana
Crater stone 12 Soul 6 a 3x3 space area around and including 1 target instant Grounding Crevasse's Pull Crater recreates the fall of a meteorite on the surface of the earth but in much smaller proportions. You create a small stone that drops onto the target of the spell. The stone hits the target and the surface the target is standing on gets ripped up from underneath doing more damage. The total damage done by this spell is 5d12 points of magical damage. This spell doesn’t affect flying or floating targets. This spell affects any in the area including allies. Impossible Arcana
Curse of Immortality stone 12 Soul 6 1d8 spaces affecting 1 target instant Solidity Crevasse's Darkness With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body. Impossible Arcana

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Tags: Earth Magic