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EarthSpells

EARTH

This Form concerns solids, especially earth and stone. Indeed, Earth affects the very foundation of the world. Although Earth magic is mighty, Gaia proves resistant to manipulation. Just as stone is heavy and hard to lift, it is inert and hard to change, even through magic.


First Circle: Initiate

Gaia’s Voice (Know Earth)
R: Touch/Reach, D: Conc, T: Ind, A: Non
Allows the caster to determine the composition of any rock, mineral, or gem. Higher results will provide additional information.

Find the Dragon’s Hoard (Unveil Earth)
R: Close, D: Conc, T: Ind, A: Non
The caster can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.

Vulcan’s Touch (Cantrip Earth)
R: Touch, D: Sun/Perm, T: Ind, A: Non
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a bonus to damage.

Second Circle: Apprentice

Hands of Orcus (Rule Earth)
R: Close/Sight, D: Conc/Sun, T: Ind, A: Non
Earthen hands from beneath the target, rise out of the ground, and grasp the target’s ankles. The target can avoid the hands with an Athletics check, but one ankle may be caught even with a low success. To break free requires a further test, the difficulty depending on how much of their body has been captured. The hands may also be destroyed with weapons.

Stone Shield (Ward Earth)
R: Close/Sight, D: Sun/Inst, T: Spec, A: Non
Creates a wall of granite up to 10 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.

Eurydice’s Footsteps (Veil Earth)
R: Touch, D: Conc, T: Pers, A: Non
The caster leaves no tracks in the earth until they come to a stop, such as to rest or fight.

Third Circle: Disciple

Persephone’s Tears (Fray Earth)
R:Far/Sight , D: Inst, T: Ind/Group, A: Non
A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Far range. It does damage equal to a crossbow bolt.

Draig-Talamh’s Fury (Weave Earth)
R: Far, D: Inst, T: Spec, A: Non
Creates a wave in the earth that starts at your feet and travels 100 paces in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make an Athletics check to leap over the wave, or they are tossed aside and take minor damage. The wave overturns trees and damages buildings in its path.

Ptah’s Blessing (Perfect Earth)
R: Touch/Near, D: Inst, T: Group, A: Non
Transforms a volume of packed or loose dirt up to the size of a room into solid stone. Wonderful for creating quick defenses.

Fourth Circle: Adept

Medusa’s Gaze (Transform Earth)
R: Reach/Near, D: Inst, T: Ind, A: Inv
The caster transforms the target into stone (Req: Body/Animal/Plant). The target can be changed back, but until that time are unaware of their surroundings; effectively frozen in time. Damaging the stone will inflict damage on the target if they are restored.

Curse of a Thousand Years (Unweave Earth)
R: Near/Sight, D: Inst, T: Ind/Spec, A: Non
One solid non-living, non-metal object weighing up to 500 pounds turns to a pile of dust. A casting requisite may be required, of the Form appropriate to the target, such as Plant if part of a building. The advanced version allows the Target to be metallic.

Teeth of Gaia (Compel Earth)
R: Far/Sight, D: Mom, T: Ind/Group, A: Non
You cause twenty pointed pillars of white marble to spring up from the ground to a height of 12 feet, forming a circle 3 paces in diameter. At their tops, the pillars are thin and as sharp as spears. At the base, where they touch, they are 18 inches thick. When the pillars spring up, they can be used to cage people, to form a wall, or simply to skewer enemies. To skewer a target, you must make a difficult attack check, but to capture a target you must make a standard attack check. Climbing to the top of the pillars requires three Athletic checks, and the tops break away when the target reaches them, causing the victim to fall. Skewering a target does serious, possibly more on following rounds if the victim struggles or is exceptionally heavy. When the spell ends, the pillars crumble to dust.

Fifth Circle: Master

Tower of Babel (Conjure Earth)
R: Near, D: Moon/Inst, T: Stru, A: Non
An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet high and is 30 feet wide, with a foundation set 20 feet into the ground. The caster determines the design of the chambers within.

Call Magma Kraken (Summon Earth)
R: Far/Sight, D: Conc, T: Ind, A: Inv
The caster combines the Prayer to the Kraken and the Mudra of Burning Earth; preferably near an active volcano. Within a few moments of the casting, tentacles of lava erupt from the ground. Anyone unlucky enough to be above this eruption must make a difficult dodge check or be instantly killed. The tendrils may then be directed to attack and move as the caster wills. Anyone hit by these tendrils will suffer serious fire damage. Once the caster’s concentration ends, the tendrils instantly harden into an impressive display of obsidian.

Hades’ Call (Dismiss Earth)
R: Far/Sight, D: Mom, T: Room, A: Non
Creates a 5-foot-wide, 60-foot-long, 10-foot-deep crack in the ground. It opens on one round, stays open for another round, and closes at the start of a third round, crushing all within it for serious damage. The caster must maintain concentration for all three rounds, or the pit slowly closes, over an hour’s time, rather than shutting quickly and violently. To avoid the pit, those in its vicinity other than the caster must make a Athletics check or fall in, incurring minor damage. To escape, another such roll is made. Unless outside help is provided, people in the pit only get one chance to escape.
Page last modified on February 05, 2010, at 09:20 PM