top of page

Geomancer

The Geomancer

Rooted in the earth's embrace, the Geomancer channels the ancient power of the land itself, shaping stone and soil to their bidding. With each gesture, they command the very earth beneath their feet, unleashing seismic forces to reshape the battlefield. Bound by their connection to the elemental forces, they stand as stalwart guardians of the natural world, harnessing the power of geology to defend against threats and forge a path toward harmony and balance.

Commencement Package

One spell from the class spell list.
+3 Survival Skills, +3 Athletics, +2 Lifting, +2 Wrestle, +2 Intimidate, -3 Sneak, -3 Bluff, -3 Acrobatics

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Survival Skills

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Survival Skills

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Survival Skills

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Intimidate

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Spell List

Stone Pillar

Level 3 Red Spell

Element: Earth

Mechanics: The caster touches the ground and a pillar of stone grows from the ground. It is a level 1 ring wide, and can grow up to 30 feet tall. It grows slowly enough that any units on it can use a 1BA reaction to get off the pad before it grows. It takes 3 climb checks of 12 vs climb/strength. To climb to the top. Unless the caster doesn’t grow it to it’s full size. It is only one climb check per 10 feet grown. Failure to climb results in fall damage based on how high they were when they fell.

Cost:9mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is standing on a tile considered stone.


Magnetism

Level 2 Red, Purple Spell

Element: Earth, Gravity

Mechanics: The caster can control up to 300 pounds of metal from up to 6 spaces away. The caster may move it 6 spaces from its original location. If it is put on top of another unit, the unit becomes pinned and begins to be crushed by the weight. (target is pinned, takes a d6 blunt damage each round potency 14 vs lifting/strength.) the caster can’t dodge during the round they cast this spell. The caster doesn’t get to add positive mods to this spell.

Cost:6mp

Cast time:1AA,1MA

Modality: ^^^

Notes: the caster may spend 2BA to lift 200 more pounds. Increasing this spell’s potency by 4.


Move Earth

Level 7 Red, Purple Spell

Element: Earth, Gravity

Mechanics: The caster can control up to 800 pounds of dirt/stone from up to 6 spaces away. The caster may move it 6 spaces from its original location. If it is put on top of another unit, that unit becomes pinned and begins to be crushed by the weight. (target is pinned, takes a d6 blunt damage each round potency 24 vs lifting/strength.) the caster can’t dodge during the round they cast this spell. The caster doesn’t get to add positive mods to this spell.

Cost:21mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may reduce this spell’s cost by 9mp if the caster is standing on a panel considered as stone


Shifting Sand

Level 4 Red Spell

Element: Earth

Mechanics: The caster may teleport from one panel of sand to another panel of sand on the battlefield. (teleport, disengage, Break line of sight.)

Cost:12mp

Cast time:1MA

Modality: ^^^

Notes: The caster may reduce this spell’s cost by 9mp if the caster is standing on a panel considered as sand.


Terraform

Level 4 Gray, Red, Green Spell

Element: Transmutation, Fire, Ice, Water, Earth, Plant

Mechanics: The caster changes the entire battlefield into another biome of their choice. Even the temperatures change. A city street can grow into a lush forest, or a hot and sand filled desert, or perhaps a cold and unforgiving tundra. At the end of the battle, the changes remain, but the temperatures return to normal. Stone and stronger materials remain as they are.

Cost:12mp

Cast time: 2AA,2MA

Modality:^^^

Notes: The caster may spend 2BA to have this spell effect even metal and lower objects.


Dust Bowl

Level 1 Red Spell

Element: Earth

Mechanics: The caster conjures a thick cloud of dust (level 3 ring). It is nearly impossible to see through (Blind potency 18 vs search/accuracy). The dust cloud can persist as long as the caster concentrates on it.

Cost:3mp upkeep cost

Cast time: 1AA (continuous channeling)

Modality:^^^

Notes: The caster can spend 2BA each round. To add a level 2 ring to this spell.


Rock Wall

Level 4 Red Spell

Element: Earth

Mechanics: The caster lifts up their hand and up to 30 feet away (6 spaces) a plate of earth emerges out of the ground making a 10 foot stone wall. The wall is 45 feet long (9 spaces) and the caster can arrange it in any shape they want.(6 space range, 9 spaces, conducted, beam, climb check 18 vs climb/agility.) The stone wall stays even after the battle. If it is cast on a unit, then the unit is simply on top of the wall and can jump down if they want. If this spell is cast again on the same spot it grows 10 feet higher. Making it two checks of 18 vs climbing/agility to climb.)

Cost:12mp

Cast time:1AA, 1MA

Modality:^^^

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is standing on a tile considered stone.


Cure Petrification

Level 5 Brown Spell

Element: Physical

Mechanics:

Cost:15mp.

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp vs humanoid attackers.


Petrify

Level 1 Gray, red Spell

Element: Transmutation, Earth

Mechanics: 6 space range, d6 red counters.

Cost:3mp

Cast time:1AA

Modality:^^^

Notes: The caster may pay the cost of this spell plus 2BA to petrify the target if the target is subdued to red tower magic.


Stone Molding

Level 1 Gray, Red Spell

Element: Transmute, Earth

Mechanics:The caster can mold stone like it were clay for the round.

Cost:3mp

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to cast this spell for free and gain a d2 mp.


Stone Golem

Level 5 Red, Blue Spell (9)

Element: Earth, Animate

Mechanics: The caster Raises a level 3 stone golem. The caster cannot doge the round that they cast this spell.The golem is dormant the round that it is summoned.

Cost:15mp, 1SS, 1 large stone. (thrall cost 18 Mhp)

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.


Earthen Tomb

Level 7 Red Spell

Element: Earth

Mechanics:The caster lifts their hand toward a unit prone within 30 feet (6 spaces) of them. Slabs of stone raise around them tightly locking them in.. The target cannot move or attack while under the effects of this spell, However they cannot be attacked during the effects of this spell.The target suffocates and dies within 5 rounds plus their toughness mod if the check is still on them uncleared for that duration. The check is a potency of 24 vs lifting/strength. The check can be reduced by other units dealing damage to the rocks encasing the target. The rocks have ironclad 2. This spell can be cast even if it is not the caster’s turn (Interrupt).This spell can only be cast on a unit that is prone.

Cost:21mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.


Snow Storm

Level 7 Red Spell

Element: Ice, Wind

Mechanics: The caster summons upon the entire battlefield a whirling snowstorm that chills the flesh of those caught in it.(d6 ice damage). This storm lasts for the remainder of the battle, even if the caster is dead. Using mettle/toughness the targets must clear a 10 plus the caster’s intelligence mod to avoid the damage.

Cost:21mp

Cast time:3AA,3MA

Modality: ^^^

Notes: The caster may spend 2BA to increase the damage of this spell by a d4 and give this spell friendly fire if they are standing on a tile considered as snow.


Sand Storm

Level 7 Red Spell

Element: Earth, Wind

Mechanics: The caster summons upon the entire battlefield a whirling sand storm that rakes the flesh of those caught in it and hinders their vision (-1 accuracy mod, d4 earth/hack damage). This storm lasts for the remainder of the battle, even if the caster is dead.Using blocking/toughness the targets must clear a 10 plus the caster’s toughness mod to avoid the damage.

Cost:21mp

Cast time:3AA,3MA

Modality: ^^^

Notes: The caster may spend 2BA to increase the accuracy reduction of this spell by 2 and give this spell friendly fire if they are standing on a tile considered as sand.


Torrent of Sand

Level 4 Red Spell

Element: Earth

Mechanics:The caster conjures a high powered blast of sand that can obliterate wood and weaker substances (destruction level 1). The blast reaches out 30 feet (6 spaces) and damages all in it’s path to the target tile. (d10 earth/hack damage, beam,) It leaves a use of sand on all the tiles it hits.

Cost:12mp,

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as sand.


Living Armor

Level 5 Blue Spell

Element: Animate, Mechanical

Mechanics: The target armor becomes alive. It can move about on the person as if made of clay. It can turn into any weapon that makes sense like blades, hammers, axes and so on. It can also wrap around a held time making it impossible to disarm. Turning into weapons takes no action to do. All pieces of the target armor repair themselves 1 point each round. (tags:Neg,Fa,Er,aa)

Cost:15mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster has no held item.


Quick Sand

Level 4 Yellow, Black Spell

Element: Psychic, Fear

Mechanics:  The caster touches the ground and a target area (level 1 ring) 30 feet away (6 spaces) becomes quick sand. The target’s fall into the ground. They cannot attack or be attacked. They can’t breath and suffocate within 5 rounds plus their toughness mod. ( potency 18 vs concentration/agility). Every attempt to escape increases the potency of this spell by 2. Others can attempt to clear the check for the target, but it takes they’re attack action and they are flat footed the round they do so.

Cost:9mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to add a level 2 ring to this spell.


Earth Spike

Level 1 Red Spell

Element: Earth

Mechanics: The caster touches the ground and connect’s their soul with the earth beneath and a 6 foot shard of earth spouts up to strike the target (6 space range, d12 earth/pierce damage.) The caster cannot dodge the round they cast this. The earth spike remains even after the battle is over.

Cost:3mp.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to add 9 spaces range to this spell if they are standing on a tile considered as stone.


Quake

Level 7 Red Spell

Element: Earth

Mechanics: The caster takes a deep breath then focuses their magic into the ground in front of them (level 3 cone). The ground begins to shake violently as it cracks and splits. Those unfortunate enough to be caught in it tumble to the ground taking massive damage. (D12 earth/Blunt damage, with a ¼ chance to add an additional d6 Earth/blunt damage, knock down.)

Cost:21mp.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.


Savage Earth

Level 3 Red Spell

Element: Earth

Mechanics: The caster pleds to the earth and a target area (level 2 ring) 30 feet away (6 spaces). Begins to grow spikes of earth. These earth spikes shoot out of the ground and come after anyone in the area, even after they leave it. They have a pattern, once learned it is easy to dodge. The pattern changes however each time the spell is cast.  (the target must clear a potency of 18 vs reflex/Intelligence or they take a d8 earth/pearce damage.) This spell only lasts 4 rounds.) The sikes that grow from the ground stay, even after the battle ends.

Cost:9mp.

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.


Rock Armor

Level 5 Red Spell

Element: Earth

Mechanics: The caster’s immune to lightning damage. Blocks 3 points of slash, hack, pierce, and blunt damage.(tags:imu,Resi,Resi)

Cost:15mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.


Mend Metal

Level 2 Blue Spell

Element:Mechanical

Mechanics: The caster uses magic to repair broken items made from metal. Even destroyed metal magic items can be repaired with this spell if enough of the material is present. The caster may also use this spell to mold metal like clay.

Cost:6mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.


Stone Pylon

Level 2 Red Spell

Element: Earth, Lightning

Mechanics: The caster chooses a space 30 feet away (6 spaces) a jagged earth spike bursts out of the ground dealing a d8 earth damage. A round later it deals a d10 lighting damage around the stone spike.

Cost:6mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to make a beam during the lightning portion of this spell dealing this spell’s lightning damage in a beam that travels from the nearest pylon to the next. If two pylons are equal distance then flip a coin to decide where it goes next.


Sand Blast

Level 4 Red, Brown Spell

Element: Earth, Wind, Physical

Mechanics:The caster conjures a high powered blast of sand that can obliterate wood and weaker substances (destruction level 1). The blast reaches in a level 2 cone and damages all in it’s path. (d8 earth/wind/hack damage, beam,) It leaves a use of sand on all the tiles it hits.

Cost:12mp,

Cast time: 1AA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as sand.


Earthen Metamorphosis

Level 2 Red, Gray Spell

Element: Earth, Transmutation

Mechanics:The caster uses an earthen substance to cover the willing target in a nearly indestructible cocoon. While in the cocoon the target’s body is altered with stone as a new part of them giving them one feat of their choice that can be reasonably described using earthen materials. The target is in the cocoon for 3 rounds, it takes 1 hour outside of battle.

Cost:6mp, 1PPU

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster may spend 2BA to remove 2 rounds from the cocoon’s bake time.


Stone Genesis

Level 1 Red, Gray Spell

Element: Earth, Creation

Mechanics:The caster creates a 10 feet tall 5 feet wide stone made from the closest non valuable natural stone. This can be done 6 spaces away and even cast through walls.

Cost:3mp

Cast time: 1AA

Modality:^^^

Notes: The caster may spend 2BA and 9Mmp to make the stone into any shape they choose.


Mineralize

Level 2 Red, Gray Spell

Element: Earth, Transmutation

Mechanics:The caster changes a willing target into an earthen being gaining certain attributes and counting as a construct with all its strengths and weaknesses. Shrug off: If 4 points or less physical damage is dealt to you, ignore it. Tough guy: gain 6 Hp. take double damage from sonic. (Tags: Health, ic, ic, BL)

Cost:6mp

Cast time: 1MA

Modality:^^^

Notes: The caster may spend 2BA to give this spell a level 2 ring. This spell can be cast on other organic matter such as plants and what not.


Geode Genesis

Level 10 Red, Gray Spell

Element: Earth, Creation

Mechanics:The caster smacks a stone splitting it and giving it a ¼ chance to turn into a geode. With gems worth 3,150 gold

Cost:9mp, 21Mmp

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster may spend 2BA to remove 9mp from the cost of this spell if cast outside of battle.


Crystalline Cast

Level 2 Red, White Spell (6)

Element: Earth, Holy

Mechanics:Target unit recovers one wound and heals 3hp a round for 3 rounds, but their agility mod is reduced by 1 for those 3 rounds as well. Can be cast on unwilling targets.

Cost:9mp

Cast time: 1AA,1MA

Modality:Caster grows a heavy crystal encasing over a wound, broken bone, or injury on a target or self. The crystal channels magic into soul energy to heal the target. If the target takes any sonic damage, the cast is broken.

Notes: Caster may spend 2BA to increase the duration of the spell by 1 round.


Sinkhole

Level 5 Red Spell (9)

Element: Earth

Mechanics: 6 space range, the caster creates a 10 foot hole in the ground that is a level 1 ring wide. Targets in the area of effect fall in and take a d4 blunt damage +2. Getting out of the hole requires an acrobatics/agility or climb/strength check of 18 to get out of. This hole can only be created on materials weaker than metal.

Cost:15mp

Cast time: 1AA, 1MA

Modality:The caster creates a sinkhole that units fall into and have a difficult time getting out of.

Notes: Caster may spend 2BA to reduce this spell's cost by 12mp and add another level ring to this spell if it is cast in a forest biome.


Tremor

Level 4 Red, Brown Spell (8)

Element: Earth, Physical

Mechanics: d10 blunt/earth damage, knock down, reduce movement by a d8, level 3 ring, linger level 1. This can only be cast in a mountain biome. The caster cannot doge the round this is cast.

Cost:12mp

Cast time: 1AA, 1MA

Modality:The caster creates a local earthquake that shakes, cracks and collapses rock onto all unlucky enough to be caught in it.

Notes: Caster may spend 2BA to add another level of linger to the effects of this spell.


Landslide

Level 4 Red, Brown Spell (8)

Element: Earth, Physical

Mechanics: d10 blunt/earth damage, knock down, d8 knock back, reduce movement by a d8, level 3 cone. Delay 2 rounds. This can only be cast in a mountain biome. The caster cannot doge the round this is cast.

Cost:12mp

Cast time: 1AA, 1MA

Modality:The caster creates a landslide that sweeps targets off the side of the mountain.

Notes: Caster may spend 2BA to remove 2 rounds of delay from this spell. The cast point of this spell isn’t the caster, but rather from uphill to downhill on the mountain. The knock back of this spell is doubled if the slope of the mountain is steep.


Dust Devil

Level 6 Red, Blue Spell (10)

Element: Earth, Animate

Mechanics: raises a level 3 dust devil. This spell can only be cast in a desert biome.

Cost:18mp, 1SS

Cast time: 1AA, 1MA

Modality:The caster raises a dust devil.

Notes: Caster may spend 2BA to reduce this spell's cost by 9mp if cast outside of structures.


Dust Storm

Level 5 Red Spell (9)

Element: Earth, Wind

Mechanics: blind potency 12 vs concentrate/toughness. Level 4 ring, Linger level 2. The caster cannot dodge the round this spell is cast. This spell can only be cast in the desert biome.

Cost:15mp

Cast time: 1AA, 1MA

Modality:The caster creates a large dust storm that makes it hard to see.

Notes: Caster may spend 2BA to make this spell linger the whole battle if cast outside of structures during the day.


Natures’ Wrath

Level 2 Red, Green Spell (6)

Element: Fire, Ice, Earth, Wind, Lightning, water, Flora, Fauna, Poison, Acid, Disease

Mechanics: The caster may apply any red or green tower curse they can think of onto a target subdued to red or green tower magic. 6 space range.

Cost:6mp

Cast time: 1AA, 1MA

Modality:The caster uses the wrath of Nature itself to cure the target.

Notes: The caster may spend 2BA if they have this spell to add a d2 red and green counters to their attack.


Snow Storm

Level 5 Red Spell (9)

Element: Ice, Wind

Mechanics:Caster potency 22 vs willpower/toughness. D4 ice damage and blind potency 14 vs concentrate/toughness. Level 4 ring, Linger level 2. The caster cannot dodge the round this spell is cast. This spell can only be cast in the tundra biome.

Cost:15mp

Cast time: 1AA, 1MA

Modality:The caster creates a large snow storm that makes it hard to see.

Notes: Caster may spend 2BA to make this spell linger the whole battle if cast outside of structures during the day.


Iceberg Spike

Level 3 Red, Brown Spell (7)

Element: Ice, Physical

Mechanics:deals a d20 ice/pierce damage. This spell can only be cast in the tundra biome.

Cost:9mp

Cast time: 1AA, 1MA

Modality:The caster creates a large spike of ice in front of them that implies the target and remains after casting.

Notes: Caster may spend 2BA to give this spell level 2 cone.


Snow Goer

Level 3 Red, Brown Spell (6)

Element: Ice, Ability

Mechanics: The target gains immunity to ice damage and doubles movement in the tundra biome. (tags: imu, M)

Cost:9mp

Cast time: 1AA

Modality: The caster uses magic to make the target fully accepted by the tundra, to the point that the very ground can carry them about.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and add a level one ring if cast outside of a structure.


Temperature immunity

Level 6 White, Red Spell

Element: Protection, Fire, Ice

Mechanics: The target gains immunity to fire and ice damage. (tags:imu, imu)

Cost:18mp

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and add a level one ring if cast outside of a structure.


Spate

Level 2 Red, Brown Spell (5)

Element: Water, Physical

Mechanics: 6 space range, Beam, knock down, deals a d10 water/blunt damage. Can only be cast in a water biome. If the biome includes lakes, rivers, pounds, etc. then the caster must be standing in the water to cast this spell.

Cost:6mp

Cast time: 1AA

Modality:The caster sprays a high powered gush of water at the targets.

Notes: Caster may spend 2BA to give this spell a level 1 ring and increase its damage by a d2 if cast outside of structures.


Flash Flood

Level 5 Red Spell

Element: Water

Mechanics:The caster bends down and connects their soul with the liquid they are standing in. Then a huge wave raises up in front of them (Level 3 cone) knocking down and crushing all it’s path as it sweeps them away. (d12 water/blunt damage, knock down, d4 knock back.) . The caster cannot dodge the round they cast this spell. The caster must be standing on a tile considered as liquid.

Cost:15mp

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to add a d4 knock back to this spell.


Globe trotter

Level 3 Red, Brown Spell (6)

Element: Fire, Ability

Mechanics: The target becomes immune to fire damage and may walk normally through any terrain and can even walk across water and lava. (tags: imu, M)

Cost:9mp

Cast time: 1AA

Modality: The caster uses magic to make the target able to easily traverse the globe in all conditions.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and add a level one ring if cast outside of a structure.


Lava Ball

Level 3 Red Spell (7)

Element: Fire, Earth

Mechanics:6 space range, deals a d12 fire/earth damage. Then a d4 fire damage with a potency of 18 vs reflex/agility that can only last 3 rounds. The caster cannot doge the round this is cast and they must be standing on a tile considered stone to cast this spell.

Cost:9mp

Cast time: 1AA, 1MA

Modality: The caster uses the magic of the earth to pick up a rock and melt it into lava. Then the caster throws the lava ball at the target dealing heavy damage and catching them on fire.

Notes: The caster may spend 2BA to increase the burn damage of this spell by a d4.


Magma Gush

Level 5 Red Spell (9)

Element: Earth, Fire

Mechanics: 6 space range, d12 fire/earth damage, level 1 ring, linger level 1. This spell can only be cast if the caster is standing on a panel considered as stone.

Cost:15mp

Cast time: 1AA, 1MA

Modality:The caster raises a lava blast out of the ground that deals massive damage.

Notes: Caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of structures.


Pyroclastic Flow

Level 9 Red Spell

Element: Fire, Earth

Mechanics: Caster potency of  22 vs concentration/intelligence. If successful a blast (level 3 cone) of burning gases and volcanic debris rush across the ground in front of the caster dealing massive damage and destroying all objects it touches of metal durability or less. (D20 fire/earth damage, destruction level 3). Those caught in it are hurled away in the blaze. (knock down, d10 knock back.) If the caster fails the check then only the heat of the spell is cast, d20 fire damage) in the area (level 3 cone).

Cost:27mp,3OBP

Cast time: 1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as stone.

OBP: The caster must make a circle with 1 use of level 1 red magus sand. The caster spends 30 minutes meditating in the circle inorder to make a connection with the heat deep within the earth. The sand loses its savor at the end of the 30 minutes and the caster gains one charge on this spell.


Summon a Will-of-Wisp

Level 1 Red, Orange, White Spell (5)

Element: Fire, Summoning, Holy

Mechanics:The caster summons a level 1 will-of-wisp.

Cost:3mp, 1SS

Cast time: 1AA, 1MA

Modality:The caster summons a will-of-wisp capable of cleansing a diseased forest by fire.

Notes: Caster may spend 2BA to summon another level 1 will-of-wisp if this spell is cast in the forest biome.


Solar Reflection

Level 4 White, Red Spell

Element:Light, Fire

Mechanics:The caster pulls into themselves the heat of the sun hitting the earth’s surfaces around them. During this time and the round this spell’s effects occur, the castor cannot dodge. Then the caster releases the energy as a burning beam of light. (beam, 6 space range, d10 Light/Fire damage, destruction level 3) The heat from this spell can melt even metal.

Cost:9mp

Cast time:2AA,1MA

Modality: ^^^

Notes:The caster may spend 2BA to increase this spell’s damage by a d4.


Hell’s Ivy

Level 5 Green Spell (9)

Element: Flora

Mechanics: 6 space range, level 1 ring, deals a d4 poison damage and ignores poison immunity level 1 and pinned potency 16 vs strength/lifting. The potency of this spell can be attacked to lower it. The castet must be standing on a panel considered vegetation to cast this spell. Exp: grass, in a tree, touching a bush, etc.

Cost:15mp

Cast time: 1AA, 1MA

Modality:The caster creates tangling vines of poison ivy that wrap the targets and hold them fast.

Notes: Caster may spend 2BA to reduce this spell's cost by 12mp and add another level ring to this spell if it is cast in a jungle biome.


Herbal Contortion

Level 2 Green, Brown Spell (6)

Element: Flora, Physical

Mechanics: 6 space range, roll 4 d4s. For every 4 rolled the target takes 6 flora/blunt damage dealing a wound to a random limb. This spell can only be cast in a jungle biome or in an area that has vines.

Cost:6mp

Cast time: 1AA, 1MA

Modality:The caster animates vines that wrap around the target and tighten to try and bend and break bones.

Notes: Caster may spend 2BA to add another d4 to the d4s rolled in this spell.


Sooth Grass

Level 5 Green Spell (13)

Element: Flora

Mechanics: covers the whole battlefield, d2 green tower counters, lasts the whole battle. Doesn’t roll to hit, instead 17 mettle.toughness check to avoid the effects when in the area of effect.

Cost:15mp, 8 round cool down

Cast time: 2AA, 2MA

Modality:The caster covers the battlefield in a magical green grass and moss that emits a soothing smell.

Notes: Caster may spend 4BA to reduce this spell’s cost by 9mp if cast outside of structures and add a d4 to the counters given by this spell.


Gaia’s Tomb

Level 5 Green, White Spell (9)

Element: Flora, Holy

Mechanics: 6 space range, revive target no matter how long they have been dead in this battle.. delay 2 rounds.

Cost:15mp

Cast time:1AA,1MA

Modality:The caster conjures plants that encase the target corpse and channel life back into it.

Notes: Caster may spend 2BA to reduce this spell's cost by 9mp if cast in a vegetated area.


Wall of Vines

Level 5 Green Spell

Element:Plant

Mechanics: The caster summons a wall of green rope like vines up to 30 feet away (6 spaces). The wall is 5 feet wide, 10 feet tall and 30 feet long. Anyone who gets in the melee zone of the vines is grabbed and held tightly against it unable to move or dodge. (Pinned, potency 18 vs strength/lifting.) The wall uses the caster’s accuracy mod to hit. The wall has 12hp. It takes double from fire and ice, but is immune to psychic and acid. When the wall dies it shrivels up and falls apart.

Cost:15mp, 8 round cooldown, 2OBP

Cast time: 2AA, 2MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they are standing on a tile considered as vegetation.

OBP: The caster takes seeds of any type and spends 30 minutes filling them with magic to get a charge on this spell. Depending on what the seeds are affects the way the vines look.


Gaia Guard

Level 6 White, Green, Red Spell

Element: Protection, Flora, Earth

Mechanics: The target gains immunity to Flora and Earth damage. (tags:imu, imu)

Cost:18mp

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp and add a level one ring if cast outside of a structure.


Rose Blade

Level 3 Green, Blue Spell

Element: Flora, Enchant, Creation

Mechanics:The caster grows any basic weapon they choose. This weapon remains even after battle and is permanent. The weapon is made out of plants and deals flora damage in addition to its other types. This weapon is immune to being disarmed, but if the wielder takes any amount of fire damage this weapon is destroyed. Also this spell, when cast, puts a PPU on the wielder of the weapon that does the following. ¼ chance to gain hp equal to the damage dealt, including the strength mod. (Ud, Hp)

Cost:9mp, 9Mmp, 1PPU

Cast time: 1AA

Modality:The caster grows a flower cover weapon and can use it to sap life from foes.

Notes: The Wielder of this weapon can spend 2BA to cast the PPU part of this spell on themselves even if they don’t have this spell.


Vine Whip

Level 1 Green, Brown Spell (5)

Element: Flora, Physical

Mechanics: Add a d8 flora/blunt damage, if you roll max damage, double it.

Cost:3mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to give this spell 6 space range and conducted


Geo-Sphere

Level 1 Red, Green Spell (4)

Element: Earth, Flora

Mechanics: deal a d6 damage. The damage type is based on the tile type beneath the caster.

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to add knock down and remove 2BA to the effects of this spell, if the target is standing on a tile of the same type as the caster.


Tunnel

Level 4 Red Spell (8)

Element: Earth

Mechanics: Dig equal to movement for the round.

Cost:12mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp outside of battle.


Earth Mend

Level 1 Red Spell

Element: Earth

Mechanics: The caster can mend the target’s wounds by covering the damaged limb with an animated stone limb. This spell can also be used to mend stone structures. The target blocks a d2 damage if the mended limb is attacked.

Cost:3mp

Cast time:1AA

Modality:^^^

Notes:The caster may spend 2BA,1MA to remove 1AA from the cast time of this spell.


Sand Trap Arena

Level 5 Red Spell

Element: Earth

Mechanics:The caster controls the earth around them, dragging all target’s to their feet until something touches the caster jarring their focus. Level 4  target’s lure level 2, ward.

Cost:15mp

Cast time:1AA,1MA

Modality:^^^

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if you're standing on earth.


Tempered Clay Arsenal

Level 3 Red,Gray Spell

Element: Earth, Creation

Mechanics:the caster can make a non magical weapon up to the value of 100 gold. The item is permanent.

Cost:9mp, 9Mmp

Cast time:1AA,1MA

Modality: ^^^

Notes: outside of battle the caster can spend one hour to make an item. With this spell if they have earth.


Jaws of Gaia

Level 2 Red Spell (3)

Element: Earth

Mechanics: Add a d6 red tower counters to your next attack.

Cost:6mp

Cast time:1MA

Modality: ^^^

Notes: The caster may spend 2BA to remove the cost and cast time of this spell and encase a target subdued by red tower magic in a stone coffin that travels down deep into the ground. 6 space range.


Geomastery

Level 4 Red, Green Spell (8)

Element: Earth, Water, Wind, Fire, ICe, Flora

Mechanics: Spells of the element X cost 6mp less to cast. (Mprc, Mpcr), within

If you are in a desert, mountain, underground, etc. then X = Earth.

If you are in a lake, ocean, by a large river etc. then X = Water

If you are near a volcano, in a burning town, etc then X = Fire.

If you are in a forest, Jungle, garden, etc. then X = Flora

If you are in the arctic, a tundra, near an iceberg, etc. X = Ice.

If you are flying then X = Wind.

Cost:12mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of battle.


Terra Essence

Level 1 Red Spell (4)

Element: Earth

Mechanics: turn enemy red towers on the target into Mhp and enemy green tower counters on the target into hp for them, 9 space range.

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to have this spell do the reverse of its effect and add a d2 green tower counters onto the target.

bottom of page