Spells: Earth

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Level 1

  • Growth: 1 mp - Cause something to grow… grass, vines, tree…
  • Pillar: 1 mp - Creates a 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 2 fall dmg) Disappears beginning of next turn. Sustain for 1.
  • Shape Earth: 1 mp - The mage uses mana to move earth or stone. About 1m to mold earth a person’s size. Ask a GM for mana cost of extreme sizes.
  • Vine: 1 mp - 1dmg ranged.


Level 2

  • Earthstrike: 1 mp - 2dmg ranged.
  • Harden Skin: 1 mp - 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.
  • Shift: 2 mp - The mage shifts the earth beneath a target, knockdown6


Level 3

  • Call of the Wild: 2 mp - Turn any feral beast level 2 or under to your side, and control. Lasts 3 turns. Sustain 1mp/ea
  • Gaia’s Claw: 2 mp - Imbues a mage’s melee weapon with natural energy, amplifying it’s damage for 2 turns +2.
  • Slab Shields: 2 mp - 2mp/4mp the user forms a shield of rock, giving +1 or +2 save depending on mana used through next turn.
  • Tomb of Stone: 5 mp - Moves the earth around a single target, surrounding and crushing them. 3dmg and immobilizes for 2 turns, during which the target cannot be hurt or targeted.


Level 4

  • Dig: 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!