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Magic+
#47
Geomancy


Comet
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You summon one molten comet into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save for half damage.


Cometra
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 6
Area: Two 20-ft.-radius sphere

This spell functions like Comet, expect it summons two comets. You direct each of the comets within 30 feet of each other. Creatures hit with multiple comets must make multiple Reflex saves.


Geo-Acumen
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are granted an increase to all magical damage and healing by +1 per two caster levels.


Geo-Barrier
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are protected by a shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor.


Geo-Cha
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase.[/font]


Geo-Con
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures gains greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.[/font]


Geo-Dex
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.[/font]


Geo-Fade
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their magical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all magical damage and healing by -1 per two caster levels.


Geo-Fend
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are protected by a shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells.


Geo-Frailty
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their physical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection bonus to Armor Class.


Geo-Fury
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are granted an increase to all physical damage, melee and range by +1 per two caster levels.


Geo-Haste
Chronomancy/Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected allies within the selective area receives the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.


Geo-Int
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
Duration: 1 minute/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes


The targets becomes smarter within the selective area. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.


Geo-Malaise
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their magical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance bonus to Saving Throws versus spells.


Geo-Paralysis
Enfeebling
Level: Geomancer 7
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates a paralyzing aroma in a selective area. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive the Paralysis status effect. The target becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the target may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown.


[font=Times New Roman, serif]Geo-Poison[/font]
[font=Times New Roman, serif]Enfeebling[/font]
[font=Times New Roman, serif]Level: Geomancer 4[/font]
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Creates a poisonous gas in a selective area or target. All enemies of this spell receive the Poison status effect as long as they're within the radius of the spell. The targets must make a Fortitude save per round as long as they are within reach of the spell or take 1d6 points of non-elemental damage + your casting modifier per round.


Geo-Precision
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an accurate aroma in a selective area. All allies of this spell receive a + 2 attack bonus as long as they're within the radius of the spell.


Geo-Regen
Healing/Enhancing
Level: Geomancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a soft green glow radius in a selective area. All allies of this spell receive a Fast Healing 2 bonus as long as they're within the radius of the spell.


Geo-Str
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The subjects becomes stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.[/font]


Geo-Slip
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a non-accurate aroma in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack bonus.


Geo-Slow
Chronomancy/Enfeebling
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a slow gas in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.


Geo-Torpor
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a non-evasive gas in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge bonus.


Geo-Voidance
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an evasive gas in a selective area. All allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell.


Geo-Wilt
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their physical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all physical damage, melee and range by -1 per two caster levels.


Geo-Wis
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.[/font]


Indi-Acumen
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies an increase to all magical damage and healing by +1 per two caster levels.


Indi-Barrier
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies a protective shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor.


Indi-Cha
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase.[/font]


Indi-Con
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies gains greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.[/font]


Indi-Dex
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.[/font]


Indi-Fade
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster that affects foes having their magical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all magical damage and healing by -1 per two caster levels.


Indi-Fend
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies a protective shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells.


Indi-Frailty
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their physical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection bonus to Armor Class.


Indi-Fury
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who effects their allies granting an increase to all physical damage, melee and range by +1 per two caster levels.


Indi-Haste
Chronomancy/Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an aura around the caster who effects their allies granting them the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.


Indi-Int
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 minute/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes smarter. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.[/font]


Indi-Malaise
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their magical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance bonus to Saving Throws versus spells.


Indi-Paralysis
Enfeebling
Level: Geomancer 7
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a paralyzing effect. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive the Paralysis status effect. The target becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the target may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown.


Indi-Poison
Enfeebling
Level: Geomancer 4
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a poisonous effect. The targets must make a Fortitude save per round as long as they are within reach of the spell or receive the Poison status effect taking 1d6 points of non-elemental damage + your casting modifier per round.


Indi-Precision
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an accurate aura around the caster and all allies of this spell receive a + 2 attack bonus as long as they're within the radius of the spell.


Indi-Regen
Healing/Enhancing
Level: Geomancer 2
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a soft green glow aura around the caster and all allies of this spell receive a Fast Healing 2 bonus as long as they're within the radius of the spell.


Indi-Str
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies become stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.[/font]


Indi-Slip
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes reducing their accuracy. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack bonus.


Indi-Slow
Chronomancy/Enfeebling
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a slowing down effect. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.


Indi-Torpor
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes reducing their evasion. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge bonus.


Indi-Voidance
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a evasive aura around the caster and all allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell.


Indi-Wilt
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their physical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all physical damage, melee and range by -1 per two caster levels.


Indi-Wis
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who makes their allies becomes wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Messages In This Thread
Magic+ - by Fortheseen - 03-06-2017, 11:59 PM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:03 AM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:07 AM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:08 AM
RE: Magic+ - by Fortheseen - 03-12-2017, 03:29 PM
RE: Magic+ - by Fortheseen - 04-07-2017, 10:48 PM
RE: Magic+ - by Fortheseen - 04-21-2017, 11:01 AM
RE: Magic+ - by Manly Man - 04-22-2017, 06:55 PM
RE: Magic+ - by Fortheseen - 04-23-2017, 10:21 AM
RE: Magic+ - by Manly Man - 04-23-2017, 01:42 PM
RE: Magic+ - by Fortheseen - 05-01-2017, 10:18 AM
RE: Magic+ - by Fortheseen - 05-23-2017, 11:28 AM
RE: Magic+ - by Fortheseen - 06-16-2017, 12:37 PM
RE: Magic+ - by Manly Man - 06-16-2017, 12:42 PM
RE: Magic+ - by Fortheseen - 06-19-2017, 09:50 PM
RE: Magic+ - by Fortheseen - 07-31-2017, 09:56 AM
RE: Magic+ - by Manly Man - 07-31-2017, 01:21 PM
RE: Magic+ - by Fortheseen - 08-02-2017, 10:08 AM
RE: Magic+ - by Fortheseen - 07-31-2017, 07:30 PM
RE: Magic+ - by Fortheseen - 11-23-2017, 03:43 PM
RE: Magic+ - by Fortheseen - 11-23-2017, 04:01 PM
RE: Magic+ - by Manly Man - 11-24-2017, 05:57 AM
RE: Magic+ - by Fortheseen - 11-24-2017, 09:21 PM
RE: Magic+ - by silverwerret - 11-26-2017, 12:15 AM
RE: Magic+ - by Fortheseen - 11-26-2017, 06:09 AM
RE: Magic+ - by silverwerret - 11-26-2017, 04:41 PM
RE: Magic+ - by Fortheseen - 11-26-2017, 05:52 PM
RE: Magic+ - by silverwerret - 11-26-2017, 06:19 PM
RE: Magic+ - by Fortheseen - 11-26-2017, 07:04 PM
RE: Magic+ - by Viladin - 12-20-2017, 08:59 PM
RE: Magic+ - by Fortheseen - 12-21-2017, 12:41 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:00 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:02 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:59 PM
RE: Magic+ - by Ashbury137 - 12-27-2017, 12:19 AM
RE: Magic+ - by Fortheseen - 12-27-2017, 10:37 AM
RE: Magic+ - by Manly Man - 12-27-2017, 04:09 PM
RE: Magic+ - by Fortheseen - 12-28-2017, 12:15 AM
RE: Magic+ - by Fortheseen - 03-06-2018, 01:44 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 02:11 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 02:58 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 03:01 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 03:48 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 04:30 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 04:33 PM
RE: Magic+ - by Fortheseen - 03-09-2018, 07:50 PM
RE: Magic+ - by Fortheseen - 03-09-2018, 09:09 PM
RE: Magic+ - by Fortheseen - 09-21-2018, 12:01 PM
RE: Magic+ - by Fortheseen - 12-04-2018, 09:20 AM
RE: Magic+ - by Fortheseen - 02-24-2019, 08:39 PM

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