Earth Spells Spell in Arylon | World Anvil

Earth Spells

Land

The element of form and physical This is their spells that effect the physical. Taking of forms of creatures and using their natural abilities.   Beast Form- the caster takes on the form of their animal spirit. studied or mostly take on the attitudes even in their human or elf form.  Transmutes the caster into a land animal they are fimailure with from their grove.   Tree form- the caster run through their natural homelands and if needs to hide as a tree.   Beasts speak- Mana cost 3. for a time, the caster may speak with animals.   Oak skin- ward spell cost 3 mana giving the caster the presence Die type physical armor type. Elemental Resistance- the caster chooses one of the following: Stone, fire, water, sky. This gives them a resistance to that element for a time.   Horn Blade- (A green Warden Spell) The blade is a sharp as any fang in nature and as strong as many horns as well. The blade is holy and when strike those that are from the underworld will always take the die effect as the complication of Overworld poison.   Reign of arrows- agility die type number of arrows in 15ft area striking down after the first shot into the Aire.    

Sea

The element of action and change.   Nature's Blessing- Mana 3 cost slows any natural poison down to a crawl. this spell also works with diseases in the same manner.   Bane- 4 mana cost. Adding poison to their fight skill attacks. the poison is magical poison and thus the target that fails the resistance will have to heal by priest.   Bear's Strength- This does not change the caster or target into a bear but rather have their strength step up 2. As matching a great bear. 3 mana cost.   Wolf's Shadow- This does not change the caster or target into a wolf but rather have their stealth skill step up 2 like a wolf stalking in the shadows. 3 mana cost.   Eagle's grace- This does not change the caster or target into an eagle but rather have a movement increment step up 1. mana cost 3.   Sacred Waters- Holy grounds - X amount of mana plus presence attribute die type determines the test to the spirits or undead to cross the sacred grounds threshold.   Form of Sea Creature- Transmutes the caster into a sea, river or lake creature that they are fimailure with from their grove.       

Sky

  Element of spirits and Fae.   Bird Form - Transmutes the caster into a bird they are fimailure with from their grove.    Summon Ancestor- mana cost 4. This can be done as ritual for strong and bigger ancestors. spell creates a d4-d8 ancestor. Ritual creates d10-d12+d12 ancestor. The ancestor can answer questions or possibly aid in combat for a time.   Astral travel- the caster can either walk into the spirit realm while their bodies are in a deep sleep. They can also walk into a person's dream this way. while in the dream can influence the dreamer or gather information.   Spirit Armor- ward spell giving the caster presence die type armor against spirits that attempt to harm them.   Summon Fae spirit- . Simula to summon ancestor but a fae spirit instead. But a warning, the fae are not to be taken lightly. they are cunning and love twisting words around.   The Sight- Allows caster to see what happen in area in recent times. If murder or struggle just happened the night or two before in a room in a tavern. Psyche die type determines the hours or days back they can go.   Wind Stride- allowing the caster to jump by +2 increments. Instead of the normal 1 increment 15ft jump by default.

Living Flame

Element is movement and Life's Soul.    Flame Totem- A flame that burns around the weapon. causing a burn effect when damage is dealt.   Drake's Scales- givng the caster a physical armor on their body. (must not be wearing armor prior.) Drake scales give the caster a d10 armor until the end of battle scene.   Light Bugs- the caster releases small light bugs to light up a dark room or dungoen.   Magma Fist-  A totem used to give the caster or warrior a strong hit. Giving the caster or warrior a die step in strength.    Dragon's Pressence- giving the caster the abilty to resist many types of mind altering spells or illusions.  This also gives the caster the ability when the player spends a plot point resist dragon's pressence, thus allowing the druid/ Shaman not to be afftaid of the dragon. (this will be based on the Die level.)
  • D6 - resist young and child dragons
  • D8 -resist juvenal 
  • D10- young adult
  • D12 - adult
  • D12+- old the higher this goes the older the dragons pressence to resist after plot point is spent.
         

Druids/Shamans

Earth magic is for those that devote thier magic to the primal life styles. To their ancestors and the primal Immortals and devote their magic to the Wyrd trees of the physical world.  

Wyrd Trees

  In the physcial realm has great strange trees. These trees tend to be cared and protected by Druids or Shamans of many different tribes of mortals. According to studies these trees are beleved by every Druid and Shaman are directly connect to the world tree of the Physical realm. thus their magic comes directly from these trees and the world tree here on Bunna.
Google Tree worlds


Cover image: Sangarim Shaman by JasonEngle