Magic Shop: Earth Domain
Jan 20, 2021 1:41:53 GMT -5
Post by Admin: Soul on Jan 20, 2021 1:41:53 GMT -5
Novice Spells
Must have Novice in Arcana: Earth Domain Skill
Name | Description | Price |
Create Food | This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later. | 15 Solars |
Create Spark | By snapping your fingers you can summon forth a small flame that dances on the ends of your finger tips. This flame can be used to ignite flammable material like straw or hay, can be used to heat food or ignite objects like camp fires or torches. While this does burn, it does not create enough fire to deal large amounts of damage. | 15 Solars |
Plant Growth | You can cause a small amount of vegetation to spring up in an area or on an object, causing things like grass, weeds or vines to grown over a surface. This vegetation will slowly grow over the course of time then stop when the area is filled. | 15 Solars |
Mold Earth | This spell allows the user to manipulate or shape a small amount of earth, changing its shape or position. This includes moving things like rocks or slabs of stone across the earth, or creating small holes or caverns in a hill. This spell does not cause damage and can only be used on pre existing earth, natural or magically. | 20 Solars |
Control Flames | A simple spell that allows you to shape pre existing fire or flames. This can be used to make an already existing fire bigger or smaller, change color, smell or even move the fire from one place to another. Can only effect an existing fire, be it magical or natural. | 15 Solars |
Fire Bolt | By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something. -Deals fire damage- | 25 Solars |
Stone Hands | Both arms, from shoulder to fist, gets coated in thick hardy stone. This stone coats over any armor and forces the hand closed, encasing them in stone fist. This allows the caster to strike with both stone fist, acting like clubs attached to their fist. The stone also acts as a barrier, protecting them from light wounds like cuts or scratches. -Deals earth damage- | 25 Solars |
Thorn Whip | You summon a medium sized thick rope of vines, spiraled around each other and filled with thorns. This can be used to whip enemies, tearing into them with thorns, and can even be used to bind an enemies limb. The vines are thick and even though they can be cut, it takes a couple strikes to completely severe the vine. -Deals earth damage- | 25 Solars |
Stone Wall | You cause a large slab of stone to rise up out of the ground, creating a rectangular wall made of the earth. This wall remains where it was created and can be used to block ranged attacks or separate enemies, blocking off parts of the battle field. The wall can be returned to the earth by will or knocked down with enough force. This wall is ten feet in height and five feet in width. | 25 Solars |
Heat Cloak | The users skin becomes warm, giving off an immense amount of heat. The heat will radiate off of you and effect anyone who comes within melee range. The heat burns and is unbearable enough to push enemies away, making it hard for them to breath. -Deals fire damage- | 25 Solars |
Soil Surfing | This spell lets you sink beneath the earth, morphing into the ground like you are apart of it. You can sit beneath the earth in a small pocket, or even tunnel through it like a mole. You can not move through stone or man made material, but can move through natural earth or soil. | 20 Solars |
Pebble Shot | By holding out your hand, you can push forward a small amount of tiny rocks, stones and pebbles. These act like a small shot gun blast, firing these tiny stones from the palm of your hand with a small range. While they can not go far, the stones hit hard and cover a wide cone of range. -Deals earth damage- | 25 Solars |
Flame Breath | The mage spews out a medium range cone of flames from their mouth. The flames blow out in a small cone, and while it does not reach very far, the heat radiating off of the cone is still enough to be uncomfortable. The flames are scorching and can burn most things caught inside the fire. -Deals fire damage- | 35 Solars |
Vine Field | A massive amount of vines and plants burst forth from the ground, spiraling around and creating a thicket in the area. This thicket is filled with sharp and pointy vines, thorns and bushes and is incredibly difficult to move through. This makes the field a good deterrent for anyone trying to move through the area. -Deals earth damage- | 35 Solars |
Crystalline Shard | By stomping or pounding the ground you can cause a medium sized shard of stone to erupt from the ground. The shard is jagged and rigged, making it very dangerous as it rises from the ground. It can impale, cut or slice things it moves through, and remains after being summoned. -Deals earth damage- | 35 Solars |
Heat Object | By touching an item or object, you cause it to radiate heat and glow like magma. The object becomes hot to the touch, turning a bright red, regardless of the material it is made of. This causes anyone who touches the object to burn themselves, forcing them to drop the object if they are holding it. -Deals fire damage- | 35 Solars |
Rumbling Tremors | By stomping or pounding the ground, you create a shockwave to flow through the earth in your immediate area. The ground beneath your feet shakes and vibrates, making it hard to stand or keep your balance. These shakes can break apart small earth objects like stones or rocks, and if anyone is standing close to the caster they will find themselves getting knocked over or forced to leave the area. | 30 Solars |
Summon: Seedling | You summon a small seedling that sprouts up on your shoulder or the shoulder of an alley. This seedling will just hang out attached to the target and will heal the person it is attached to for the duration. The seedling will only heal surface wounds such as scratches, cuts or bruises and will only do it once per post. The seedling will vanish if it takes damage. | 30 Solars |
Summon: Flame Sprite | You summon a small fire sprite that hovers in the air around you. The tiny ball of fire will slowly rotate around your person, just hovering in the air until you unsummon it or it takes damage. Once per post the tiny sprite will fire out a miniature fire bolt from its mouth, attempting to hit an enemy. -Deals fire damage- | 30 Solars |
Ring of Fire | You create a large ring of fire to circle around the battlefield, trapping those close to you inside of this ring. The flames are tall and rise up into the air, dancing around burning anyone or anything that passes through the flames. The ring deals a large amount of damage, forcing enemies away from it. -Deals fire damage- | 30 Solars |
Master Spells
Must have Master in Arcana: Earth Domain Skill
Name | Description | Price |
Meteor Shower | By calling to the sky, you summon forth hundreds of small rocks, stones and pebbles to come raining from the sky. This shower covers the local area, filling the sky with the stones that come hurdling to the ground. Not only do they deal blunt damage, but the stones are also on fire, burning or searing anyone they collide with. The rain will only last for three post, but is constant for the duration. -Deals fire and earth damage- | 50 Solars |
Crumbling Touch | Your hands become coated in a sand like material, giving you the ability to nullify items or weapons by simply touching them. You can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the items effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two post until it returns back to normal and can be used. | 50 Solars |
Seismic Mapping | By closing your eyes you can send out a pulse through the earth, mapping the area and picking up on any living creature in the immediate area. You get a layout of the area, mapping any structures or objects in the location. You also get a sense of how many living creatures are in the area and what they are race wise. | 50 Solars |
Heat Wave | You cause the air in the immediate area to become increasingly hot, rising in temperature by several degrees. While this not directly deal any damage to your enemies, this spell does have its other uses. It will instantly melt any ice spells in effect or created ice structures, rendering them useless. The heat will also begin to wear on anyone in the area beside the spells user. This will begin to fatigue them, causing their movements to slow as well. This spell remains active for three post and while its active enemies can not cast ice or water spells. | 50 Solars |
Giant Size | By filing yourself with earth magic, you can increase your body size by four times, making you taller, larger and stronger. Not only does this turn you into a giant size wise, but it makes your physical strikes stronger as well. In this form you can lift heavier objects and hit harder, making you a monster. The giant size last 3 post. | 50 Solars |
Summon: Fire Elemental | You summon a a creature of pure flame, an elemental from the earth domain made of pure fire. This elemental can take the form of an animal or a humanoid, and will remain close to you for the duration. The elemental can burn things it touches, but can also shoot out fire bolts from its hands. The elemental will last three post or vanish early if struck by a water spell. -Deals fire damage- | 50 Solars |
Summon: Earth Elemental | You summon forth a behemoth golem of earth and stone. This large hulking creature comes from the earth domain and is made of solid stone. The golem will travel with you and attempt to protect you, striking enemies and taking damage for you. The golems arms are treated as the stone arm spell. The elemental will remain for three post or until struck by a lightning spell. -Deals earth damage- | 50 Solars |
Massive Fire Ball | By holding your hands up above your head, you form a large ball of fire, four times the size of a fire bolt. You can then lob this fire ball at an enemy, chucking it into the air as it soars over head. When the fire ball lands it will erupt, sending fire lashing out in all directions. This is an Area of effect spell that can deal damage to multiple enemies at one. -Deals fire damage- | 50 Solars |
Earth Bind | You cause the earth and soil around a target to begin to move upwards, gripping and grasping at the enemies limbs, attempting to contain and restrict them. The stone will bind the enemy the solidify, trapping an enemy in this structure of stone. They will be trapped for the entire next post and can only be freed by an outside source. | 50 Solars |
Natural Camouflage | Leaves, vines and grass will grow across your body, making you appear as if you were a piece of the natural habitat, mimicking things like a tree, bush or bramble of vines. While wearing the foliage you become invisible while not moving, blending into the environment perfectly. While camouflaged, you take the form of any kind of natural growth in that area, mimicking its color, shape, size and smell. | 50 Solars |
Exalted Spells
Must have Exalted in Arcana: Earth Domain Skill
Name | Description | Price |
Kamille's Summoning Pact: Mayhem | By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned. | 75 Solars |
Shaa Rhunn’s Sand Lion | The caster stomps or slams the ground, summoning a medium sized sand worm to take position under the ground at the location of the slam. The sand worm will then begin to churn the earth, turning it into sand and slowly pulling anything in its range downwards towards its mouth. For three post, a 20 foot diameter sand pit will begin to form, the ground loose and hard to navigate, reducing the speed of anyone caught inside by half. Each post someone remains inside the pit, they will be pulled closer to its center, being dragged down into the sand. If any enemies are inside the pit at the end of its duration, they will be stuck for one post, unable to move their bodies as the ground hardens again, and will be bitten by the sand worm before it leaves the area. Can only have one pit out at a time and this spell can only be used on the ground. | 75 Solars |
Mubashir's Controlled Sandstorm | A large scale sandstorm that deals no damage but is big and strong enough to cover a wide area. This storm can reach up to a mile, covering an entire area in quick winds and biting sand. The sand itself is not enough to deal damage, but will render vision to almost nothing. Anyone caught in the storm will only be able to see things five feet in front of them and movement increasing spells or abilities can not be used, preventing the use of things like boost, dashes, sprints or other things that would improve physical movement. This storm will last for four post but can only be used once. | 75 Solars |
Nature's Will | This spell invokes the deepest reaches of the earth’s own magic to imbue the caster with its will temporarily. Once per topic the caster can choose between two forms – Guardian and Avenger. This form lasts for three posts, after which the caster cannot cast Earth Domain spells for the next two posts. Guardian: The caster is wrapped in the veil of nature, and gains two hit preventions against Earth Damage. The user is considered Exalted in armor and when they are struck they create vines that ensnare opponents. These vines restrict their movement and cannot be cut by weapons that do Slashing damage. Avenger: the caster is covered in the raw power of nature, and gains two hit preventions to Fire Damage. In this state, they are considered exalted in Unarmored and their fists act as if they have the Fire enhancement. While in this state if they were to take a hit that would knock them unconscious, they can instead shrug off the damage so that the Avenger can keep going. | 75 Solars |