COLLEGE OF EARTH MAGIC

Basic Spells

BRITTLE

With this spell, the wizard summons primitive Elemental Earth forces to cause stone to become soft or brittle. Glass and crystals become soft and pliant, while objects made of rock or baked clay will crumble like dirt. Stone surfaces affected by this spell are quite hazardous to scale, requiring extraordinary feats of climbing. This spell can be used to create a rock slide on a mountain face by weakening a carefully selected point. The Brittle spell has no effect on metals or metal-rich ores, although it could be used to make mining easier by loosening the surrounding rock. Because of primal nature of this spell, a +1CS can be applied while casting. The price of this flexibility, however, is greater difficulty learning the spell and a longer time needed to cast it. Casting Time: 1 Minute.

CREVASSE

When this spell is cast, the Wizard speaks a word of ancient power, points at a location on the ground within range, and causes the Earth to split open into a crevasse. Victims caught within the spell area fall into the hole and become jammed where the crack narrows. Anybody caught in the crevasse can attempt to climb out again, if they survive the fall. The crevasse is wedge-shaped, with a depth determined by the Spell Rank number. Small targets will fall further into the 1" wide crevasse than larger victims. Over time the crevasse will fall in upon itself, or become filled with water or debris. Casting Time: 1 Round.

ENLARGE ROCK

With this spell, the Wizard is able to increase the size of a single chunk of rock weighing 100 kg or less. The dimensions of the rock increase four fold, and the total mass increases by a factor of sixteen. This is sufficient to completely fill a single area. Casting Time: 1 Round.

HARDEN

When this spell is cast upon a surface of stone, it makes the material as tough as the finest steel. Mud will harden into rock, and sand will solidify into a block. The spell can protect a 1 area radius sphere of rock or earth. Casting Time: 1 Round.

PASS WALL

This spell allows the Wizard to move through rock as if it were made of air. Speed is as per the Flight spell. Casting Time: Full Round.

STONE FACE

When the Wizard casts this spell, he is able to blend into the face of a solid surface and become virtually invisible. The effect is lost, however, whenever the caster moves. Casting Time: 1 Round.

College Spells

ENTOMB

The victim of this spell is swallowed whole by the earth and pulled downward, where he is held and kept alive with minimum life support. If the spell caster fails his Spell Rank feat Roll, he is entombed instead. Casting Time: Full Round.

LAVA PIT

This powerful spell causes the earth to spew forth lava and vapors, forming a growing pit. (Each area of rock has EX material) The Lava pit will grow outward to form a pit, unless there is a downward slope. The lava will take 1d6 days to cool and solidify, unless doused by an equal quantity of water. While active, the Lava Pool performs an EX Heat attack against anyone moving through the pool, plus GD damage from the fumes in adjacent areas. If the Spell Rank feat roll is failed, the Wizard suffers extremely painful but temporary burns on his arms and face. Casting Time: 1 minute.

MELD

This spell allows the Wizard to join together two separate, inanimate objects. The points of contact between the two objects flow together to form a permanent bond. The strength of the connection depends on the types of materials. Identical materials, or substances that have a strong affinity for each other, will form a better bond. Forming a meld requires greater time and endurance than normal. Casting Time: 1 Turn.

POOL OF QUICKSAND

When this spell is cast, any soft ground within the radius begins to soften and turns into a pool of Quicksand. Those caught within can escape if they have Flight or they are pulled from the pool. Casting Time: 1 Round.

ROCK FIST

This spell turns a hand of the Wizard to stone, allowing him to wield his fist like a club, doing Spell Rank damage. Casting Time: 1 Round.

ROLLING ROCK

The Wizard can use this spell to move a massive boulder of stone weighing up to 1.6 tons (1" diameter boulder) about, crushing everything in its path. The rock has a maximum movement rate of 2 areas across level soft ground or 5 areas across a hard surface, and takes 2 rounds to turn. Whenever the boulder enters an area containing a target, roll as a Charging attack at IN, counting additional damage for each area moved through. Casting Time: 1 Round.

SAND BLAST

Upon casting this spell, everybody within the 5" cone is struck by a blast of fine sand that seems to penetrate every opening. The primary effect is to make it impossible to see anything because the eyelids must remain closed to prevent damage. Casting Time: 1 Round.

Unique Spells

STONE SHAPE

This spell allows the Wizard to shape a block of stone into any form. Once the spell is cast, the stone slowly changes to the desired shape over the course of a minute. This is slow enough that anyone who is not already restrained in some manner can escape being trapped by the new shape. If the final shape is unstable, then it will collapse after the spell is completed. Given the appropriate skills and sufficient patience, this spell can be used to form any type of stone construction, including walls, staircases, statues, and so on. Casting Time: 1 Round.

SUMMON EARTH ELEMENTAL

This powerful incantation allows the earth wizard to summon an Earth Elemental (see stats below). The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and must have contact with the earth. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 hour.

Greater Earth Elemental
(Realms of Magic)
F- IN
A- PR
S- EX
E- GD
R- PR
I- FB
P- FB
H- 74
K- 8

Specials:
Natural Armor: Since a Greater Elemental is made up of any one of the four basic Earth elements, air, earth, fire, or water, it is extremely difficult to hurt them physically. A weapon composed of the same element as the elemental has no effect on the monster. If the weapon used to strike is magical no body armor is considered. Otherwise their body armor is RM.

Elemental Movement: A living manisfestation of one of the four elements, it is quite simple for Greater Elementals to speed along in its own element. For example, an earth elemental that wishes to move along the ground can leave its form and simply recreate itself farther along in the direction it wants to travel. All of the Greater Elementals move a 1 area per round outside of their element. Within their element their movement rate is as follows:
Air - 7 areas per round
Earth - 4 areas per round
Water - 6 areas per round

Powers: Nature Control IN
A greater elemental can create shields or make attacks of or in whatever element it is composed.

Background: Greater Elementals are strong magical creatures that can be conjured forth from the basic substance of a planet, either air, earth, fire or water. Those that exist on Earth respond most readily to druidic spells and other forms of Nature Magic. Though not actually demons and not usually chaotic, they can be employed in such a fashion by master magic wielders.

Generally a Conjure spell combined with a Nature Control spell is necessary to call forth a Greater Elemental. When they appear, they usually take the form of a humanoid composed of their element. Once vanquished, a Greater Elemental will simply revert back to its inanimate substance.

No Greater Elemental can take form in substances that are mixtures of elements, such as concrete and plastics. A Greater Elemental can pass through substances of which its element composes the primary part. It must reform from its pure element.


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