Spells: Earth

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Level 1

  • Growth: 1 MP - 0 Difficulty - The caster causes something to grow… grass, vines, trees, etc.
  • Pillar: 1 MP - 1 Difficulty - The caster creates an earthen pillar under self or target, bringing them up to Range height. If this brings the mage in melee range of a target/flyer they can strike once. Jumping from pillar results in taking 2 dmg. The pillar disappears next turn unless sustained for 1 MP.
  • Shape Earth: 1 MP - 0 Difficulty - The mage uses mana to move earth or stone they are touching. Used as utility.
  • Vine: 1 MP - 1 Difficulty - Summoning a blunt vine, the caster strikes an enemy within Ranged Distance, dealing (1 dmg).

Level 2

  • Earthstrike: 2 MP - 7 Difficulty - Controlling a piece of earth or rock, the caster hits an enemy within Ranged Distance and deals (4 dmg).
  • Harden Skin: 1/2/3 MP - 7 Difficulty - The mage hardens their skin to rock, iron, or steel… (1, 2, or 3 mana) and reduces damage received by 1, 2, or 3 for 3 turns.
  • Mudslide: 3 MP - 7 Difficulty - The mage violently shifts the earth beneath a target within Ranged Distance, causing knockdown6. If the caster is buffed, knockdown14 instead.

Level 3

  • Explosive Growth: 6 MP - 10 Difficulty - Use this spell to create Poor Terrain in a ranged AOE of target location. OR instantly grow a plant as large as a tree. OR jump/reach into the air using a plant. Effects fade end of caster's next turn.
  • Slab Shield: 2/4 MP - 10 Difficulty - 2mp/4mp the user forms a shield of rock for them or an ally, giving +1 or +2 save depending on mana. The shield lasts for 2 turns.
  • Tomb of Stone: 5 MP - 15 Difficulty - Moves rocks around a single target within Ranged Distance, surrounding and crushing them. Target takes (4 dmg) and is immobilized for 2 turns, during which the target cannot be hurt or targeted. The same target can only be rendered immobilized 3 times max.
  • Flora's Grace: 4 MP - 12 Difficulty - The caster touches a target and covers their wounds with glowing flowers, healing them for 5 HP and granting them a Barrier that absorbs up to 5 dmg.
  • Berry Roulette: 6 MP - 10 Difficulty - The caster conjures magical berries for themself or an ally within Melee Distance. &roll 1 6. If the roll is a 1, take 5 dmg. If the roll is a 2-5, heals for 8 HP. If the roll is a 6, heals for 15 HP.
  • Stalagmite: 3 MP - 14 Difficulty - A pointed chunk of rock erupts out of the earth under a target within Ranged Distance, dealing (6 dmg). If the spell hits a target at 100% HP, deals 8 dmg instead and knockback15 with a distance of 1.

Level 4

  • Terraform Strike: 8 MP - 15 Difficulty - The mage burrows underground, only target-able by underground spells and abilities (interrupt if hit). On the next turn, the mage rises from the ground in front of a target within Far Distance from their original position, dealing 16 dmg.
  • Earth Limb: 5 MP - 10 Difficulty - Using rocks and roots, the caster forms another limb for themself or an ally, providing an extra attack starting next turn. Must use an alternate weapon. The limb lasts for 3 turns.
  • Spirit of the Forest: 7 MP - 10 Difficulty - With druidic magic, the caster summons a forest spirit for a target within Ranged. For the next 3 turns, target heals 5 HP/turn and is granted Immunity from debuffs.
  • Earthquake: 5 MP - 16 Difficulty - Shake the foundations of the earth. All enemies within Ranged Distance are dealt 4 damage and must drop their weapons. They can spend 3 Action Points on their turn in order to pick it back up.
  • Valley of Roses: 10 MP - 14 Difficulty - There was once said to have been a legendary man who utilized the power of flora. The caster channels harnessed arcana, pouring it into the ground to conjure up a field of roses. The spell covers the range of the entire battlefield. Anytime any movement has been made by the enemy, they take 5 dmg. Lasts 4 turns.

Level 5

  • Stone Protection: - 0 MP - 0 Difficulty - This spell acts passively as long as it is in the mage's Spell List. Only 1 Passive can be active at a time. Every time an enemy or an ally dies, all party member are granted a Barrier that blocks up to 8 dmg. Doesn't stack.
  • Vacristille de la Terre: 12 MP - 17 Difficulty - The caster summons a battalion of sharpened crystals and gemstones, enough to rival a kingdom's army. They are all sent flying towards a target within Ranged Distance, dealing (15 dmg). A rune then appears on the caster's chest, powerful enough to block 50 dmg. Requires: 2 Earth Spellstones
  • An Everlasting Promise: 10 MP - 15 Difficulty - There once was a promise between the Goddess of Nature and the God of the Underworld... When this spell is cast, the entire area turns into an endless peaceful meadow for the rest of the battle. All allies are healed 15 HP and all enemies are knocked back 2 distances. This spell can only be used once per rest. Requires: 1 Pet Rock

Multi-Type

Some spells are used by multiple types of mages, and require cross-casting otherwise.
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