Earth Magic
Earth Magic/Earthian Magic is the Elemental Magic technique associated with Earthsandia. The point of earthian fighting is to be discrete and fast. Stealth and assassination is the primary objective. Most of the spell patterns were made by sorcerers within Briggsburg others were made by the Sand Rebels in Dunerik.
Spell Patterns
Level 1 (5 Affinity)
Level 1: Backstab, Jump.
Passive: Armor won’t decrease your dexterity.
Name: Backstab
Cost: 5 STA and 5 FP
Synopsis: If you are behind an enemy, and they don’t notice, using this will deal double the damage.
Range: 5 ft.
Stats: 1d4 + 2 slicing damage (X2 if behind) + weapons.
Name: Jump
Cost: 10 STA
Synopsis: You take a big leap into the air. Can be used to reach high ledges, jump long gaps or together with a normal attack to deal more damage
Range: 30 ft.
Stats: +3 true damage + weapons.
Level 2 (15 Affinity)
Level 2: Knife’s Way, Sneaking Rush. Backstab deals + 5 true damage.
Name: Knife’s Way
Cost: 8 STA and 20 FP
Synopsis: After a short concentration a guiding light comes into your view. Following this light with your blade will lead you to your enemy's weak points. This could either be a literal point where the enemy takes more damage or a general concept that the knife whispers into the holder's ear. OBS: This only works with knives that have been made by an Earthian smith or an Elementalist smith. With the information, you can either use this turn to attack the enemy or tell your allies. If you decide to attack, your attack will deal more damage.
Stats: +5 true damage + weapons.
Name: Sneaking Rush
Cost: 15 STA and 8 FP
Synopsis: You run quickly through the enemy lines and can dodge the attacks of each enemy by rolling a DC 5. Can be paired with backstab to at any moment stop and backstab an enemy of your choosing.
Range: 60 ft.
Stats: Deals no damage on its own.
Level 3 - Sand Teachings (30 Affinity)
Level 3: Sand teachings
Sand teachings: Drainify, Sandstorm
Passive: You are semi-made of sand which makes you able to pass through objects such as iron bars. This however costs 5 FP to do but can be done as a bonus or reaction.
Name: Drainify
Cost: 12 STA 20 FP
Synopsis: You drain the water out of any object or creature causing them to get exhausted and prone. When used on objects either water or sand can be extracted.
Range: 10 ft.
Stats: 1d8 + 4. Wisdom Saving Throw DC 15 or be Exhausted Lv 1 (stacks) and Prone
Name: Sandstorm
Cost: 18 STA 30 FP
Synopsis: All creatures in an area take damage, you gain speed and turn invisible while in the storm. Can be paired with Sneaking Rush to become invisible outside the sandstorm as well.
Range: 40 ft. circle
Stats: 1d6 + 2. gain 25 speed and wisdom saving throw DC 15 for each enemy perceiving you as invisible. When paired with Sneaking Rush this costs 8 STA and 10 FP less.
Level 3 - Dirt Teachings (30 Affinity)
Level 3: Dirt teachings Dirt teachings: Weak Point, Turn Mud Passive: Any dirt in a circle of 15 ft around you is fully in your control and takes 5 STA to use for one turn. You can use it as both a stepping stone and a shield. Most fighters have found their own way to use it.
Name: Hardening
Cost: 12 STA 5 FP
Synopsis: Any weapon or armor of your choosing is made stronger for a limited amount of time. Any other objects might have special interactions but most aren't documented.
Range: 5ft. (touch)
Stats: The spell lasts for 10 turns (1 minute) and gives + 1 AC if it was armor and +1 weapon class if it was a weapon.
Name: Turn Mud
Cost: 15 STA 15 FP
Synopsis: Can be paired with ANY attack to make it deal more damage as well as turn the target into Mud.
Range: 5 ft.
Stats: +3 true damage and wisdom saving throw DC 13 to not become Mud. Mud: You have disadvantage on every attack roll and ability check. To remove you either need water or make a wisdom saving throw DC 16.
Level 4: Sand Assassin Teachings (50 Affinity)
Level 4: Silent Kill, Double Attack, Quick Sand, Knife’s Will, Domination
Passive: +2 Dex
Name: Silent Kill
Cost: 15 STA 10 FP
Synopsis: You enter an empowered state where killing creatures restores health and FP. OBS the creature must possess a level of consciousness.
Range: N/A Stats: 1d6 hp and 2 FP, lasts for 10 minutes.
Name: Double Attack
Cost: 5 STA 2 FP
Synopsis: You can attack with a light weapon twice.
Range: N/A
Stats: You use the “attack action” twice as an action.
Name: Quick Sand
Cost: 20 STA 15 FP
Synopsis: You touch the ground and make it unstable. Any unsuspecting creature walking on it will sink in. You can use this to hide yourself and others by sinking into the sand. This can also be used to break the ground your standing on.
Range: 5 ft. to place, 25 ft diameter circle.
Stats: Creatures sink in 3 ft per turn, taking 1d4 for each ft their head is below the sand. Getting out by yourself is impossible with raw strength. Flight, teleportation or other direct counters are needed. To spot the quick sand or creatures within it a DC 18 perception check must be done.
Name: Knife’s Will
Cost: 20 STA 20 FP
Synopsis: You let your blade take control…
Range: N/A
Stats: Gain +1 turn per round… (Amount of turns is 1d6+2)
Name: Domination
Cost: 12 STA 12 FP
Synopsis: Gain more armor, attack and accuracy.
Range: N/A
Stats: +1 AC, +10 true damage and +5 hit for 5 turns.
Written by The Great, The one and only: Ayea Pafir
Level 4: Sand teachings (50 Affinity) + Fire (15 Affinity) → Glas Control
Glas Control: Mirror Magic, Revolving Glas, Reflection
Passive: Any glas in a 50 ft radius around you can be controlled and bent as a bonus action or reaction which only costs 2 FP to do. You can also turn any sand into glas as a bonus action or reaction for 5 FP. Note: All copies are mirror images and can’t see on their own.
Name: Mirror Magic
Cost: 30 STA 10+15x FP
Synopsis: You create mirrors around you that make a duplicate of yourself x times. This will take 1 uninterrupted turn of concentration to perform. All of your clones behave exactly as you would only 1 turn slower in descending order. This is also true for this spell meaning that the first turn of a clone will be spent summoning a new clone if it isn’t the last one. This means that you only summon 1 clone to begin with. If a clone summoning a new one is interrupted it will simply try again next turn until dead.
Range: A clone can not be further than 60 ft away from you.
Stats: Clones have infinite STA and FP, deal normal damage but only have 12 hit points.
Name: Revolving Glas
Cost: 35 STA 45 FP
Synopsis: To perform this spell you need to be surrounded by sand which you then rise around you creating a shield. This shield can then either be used offensively or defensively: Offensively it will heat up and shoot burning glass fragments in random directions. Defensively it will cool down and gain more hit points. When used defensibly it can also be paired with Knife's Way to see the weak point of any single creature visible to you while in the sphere.
Range: 15 ft diameter Sphere.
Stats: Offensively: 10 Hit Points, 2d6 flaming glas fragments with disadvantage that deal 1d4-1 fire and piercing damage. Defensively: 20 Hit points, when paired with Knife’s way a knife is not needed and it can continually be paired each round spent in the sphere to see a new weak point.
Name: Reflection
Cost: 50 STA 50 FP
Synopsis: You create a copy of one other creature. To do this you must have clear vision of the creature as well as one turn of concentration. This clone is completely under your control for 5 FP per turn or can use the same actions as its hosts just directed at a target of your choosing without any cost. Can be paired with Bolt to make the reflection self destruct.
Range: The clone can not be further than 60 ft away from you.
Stats: Clones have infinite STA and FP, deal normal damage but will have half the hit points of the host. When paired with Bolt the clone can explode as a reaction dealing 1d6+2 fire damage.
Written by Dionysus Raifu.
God Level: Ayen Sicarius Pafir - God of Assasin - (∞ Affinity)
God Level: Smoke Screen, Hand Shadows, Knife's Honored Will, What's hidden in the shadows, Very Very Frightening
Passive: Can't fail dexterity saving throws, have 150 HP and +10 dexterity. When you kill a creature you take their soul and learn everything that they knew when alive. You are also semi-made of shadows and creatures have disadvantage on hitting you if further away than 5 ft and spells have a 15% chance to miss you entirely. Ascended race trait: Meditating for 6 seconds restores 3 FP
Name: Smoke Screen
Cost: 15 STA 15 FP
Synopsis: A dark mist gathers around you, creatures within it get blinded.
Range: 15 ft. diameter sphere around you
Stats: DC 18 wisdom saving throw not to be blinded and take 1d6 true damage. This spell lasts for 10 turns.
Name: Hand Shadows
Cost: 20 STA 10 FP
Synopsis: You make hand signs and they magnify shadows. The shadows become real and tangible objects!
Range: Max 100 ft.
Stats: The shadows are magnified and become larger over a distance. They deal 1d6 per 10 feet away. If concentration isn’t broken this spell can be kept indefinitely as long as there is a lightsource to cast the shadows from.
Name: Knife’s Honored Will
Cost: 10 STA 10 FP (Knife’s Will is active)
Synopsis: You control the knife
Range: N/A
Stats: Your clone gains one more action, (this does stack, yes it does). However when Knife’s will runs out all clones will disappear at once.
Name: What’s hidden in the shadows
Cost: 10 STA 10 FP
Synopsis: You make a object hidden by covering it in shadows.
Range: 5 ft (touch)
Stats: To find the object a perception check DC 18 must be succeeded. (You always know where it is when it’s within 5 km of you).
Name: Very Very Frightening
Cost: 5 FP
Synopsis: You create scary shadows frightening your opponents.
Range: Sight
Stats: Wisdom Saving Throw DC 16 not to be frightened of you. The DC is increased by 1 for each known fear of the targeted subject.
These spell patterns were formulated by Ayen Pafir.