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=== Level 1 ===
* '''Growth: ''' 1 mp MP - Cause ''0 Difficulty'' - The caster causes something to grow… grass, vines, tree…trees, etc.* '''Pillar: ''' 1 mp MP - Creates a ''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. Difficult to get down… (suggest Jumping from pillar results in taking 2 fall dmg) Disappears beginning of . The pillar disappears next turn. Sustain unless sustained for 1MP.* '''Shape Earth: ''' 1 mp MP - ''0 Difficulty'' - The mage uses mana to move earth or stonethey are touching. About 1m to mold earth a person’s size. Ask a GM for mana cost of extreme sizesUsed as utility. * '''Vine: ''' 1 mp MP - 1dmg ranged.* Cling: ''1 mp Difficulty'' - The mage climbs to Summoning a wall or surface and can move as normal for that turnblunt 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 2 3 ===* Earthstrike'''Explosive Growth: 1 mp ''' 6 MP - ''10 Difficulty'' - 2dmg Use this spell to create Poor Terrain in a rangedAOE 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.* Harden Skin'''Slab Shield: 1 mp ''' 2/4 MP - ''10 Difficulty'' - The mage hardens their skin to 2mp/4mp the user forms a shield of rockfor them or an ally, iron giving +1 or steel… (1, +2 or 3 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 reduces damage received by 1is immobilized for 2 turns, 2 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 3 turns5 HP and granting them a Barrier that absorbs up to 5 dmg.* Shift'''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 mp - The mage shifts 5, heals for 8 HP. If the earth beneath roll is a target6, knockdown6heals for 15 HP.* Run Like the Wind'''Stalagmite: 2 mp ''' 3 MP - ''14 Difficulty'' - Caster gets 2 movements this turn 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 no other actions. No combinesknockback15 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 3 5 ===* Call of the Wild'''Stone Protection: 2 mp ''' - 0 MP - ''0 Difficulty'' - Turn any feral beast level 2 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 under an ally dies, all party member are granted a Barrier that blocks up to your side, and control8 dmg. Lasts 3 turnsDoesn't stack. Sustain 1mp/ea* Gaia’s Claw'''Vacristille de la Terre: 2 mp ''' 12 MP - Imbues a mage’s melee weapon with natural energy, amplifying it’s damage for 2 turns +2.* Slab Shields: 2 mp ''17 Difficulty'' - 2mp/4mp the user forms The caster summons a shield battalion of rocksharpened crystals and gemstones, giving +1 or +2 save depending on mana used through next turnenough to rival a kingdom's army.* Tomb of Stone: 5 mp - Moves the earth around They are all sent flying towards a single targetwithin Ranged Distance, surrounding and crushing themdealing (15 dmg). 3dmg and immobilizes for 2 turnsA rune then appears on the caster's chest, during which the target cannot be hurt or targetedpowerful enough to block 50 dmg. Requires: 2 Earth Spellstones* Dust Mimic'''An Everlasting Promise: 1 mp ''' 10 MP - ''15 Difficulty'' - Appears like There once was a copy promise between the Goddess of any targetNature and the God of the Underworld.. Disappears when attacked. * Clone: 2 mp - Creates a look-alike clone When this spell is cast, the entire area turns into an endless peaceful meadow for the rest of the caster, which can move around battle. All allies are healed 15 HP and act like the caster (can’t cast magic)all enemies are knocked back 2 distances. Lasts 3 turns like a summon, This spell can only be destroyed by a single strike or spell. No ability to dodgeused once per rest. * Smokestorm/SandstormRequires: 4 mp - For 1 round, within Ranged of caster, every successful attack or spell is re-rolled (of coinflipped in case of spells)Pet Rock
=== Multi-Type ===
Some spells are used by multiple types of mages, and require cross-casting otherwise.<br>[[Spells:_Multiple_Type|Click Here]] to see them.
<hr>[[Spells|Click Here to return to Spells]]
=== Level 4 ===* Dig[[Category: 8 mp - The mage burrows underground, only target-able by underground spells and abilities. (Interrupt if hit) On next turn, the mage rises from the ground under a target within far (from their original burrowing position), dealing 16 earth damage.* Earth Limb: 5 mp - forms another limb for the caster for the turn. Can provide +1 attack, must use alternate weapon. Sustain for 1mp/turn.* Earthquake: 3 mp - Shake the foundations of the earth, causing 2dmg to all enemies within Range. Beware of friendly fire!Spells]]
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