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Shamanism - Earth

Level One

Dill Brand
Range: Can be cast up to 20m (66ft) away
Duration:
Instant
Damage: 2d6 plus fall damage
Saving Throw: Dodge of 17 or higher
Penetration: +2
M.P.: 4
With the target at the center, this spell can blast anything upwards (1d4 meters up to be precise) within a circular range of the ground, including dirt, rocks, or anyone inside. Since this spell's effects aren't lethal (though the resultant fall might be), it can be used to knock targets unconscious and capture them. In addition, the pillars of displaced dirt and rocks can be used to hide from or blind the target (-4 to strike, parry, and dodge through or in the resultant pilliar). There is a chance that nearby party members or hired help will also be blasted, but there's little chance they'll perish, so, in a way, there's no need to worry when casting this spell. Of course, there's no harm in exercising caution, either.

Dirt to Clay
Range: 3m (10ft) per level of experience
Duration: Instant & Permanent
Saving Throw: None
M.P.: 8
This spell enables the shaman to convert dirt/soil into clay. 10kgs (22lbs) per level of experience can be converted.

Dirt to Sand
Range: 3m (10ft) per level of experience
Duration: Instant & Permanent
Saving Throw: None
M.P.: 8
Transforms 10kgs (22lbs) per level of experience of dirt into sand.

Dust Storm
Range: 30m(100ft)+6m (20ft) per level of experience
Area of Affect: 10m (33ft) diameter
Duration:
One minute per level of experience
Saving Throw: None
M.P.: 8
The Sorcerer creates a dust storm. Victims caught in the storm will find their vision (both nightvision and normal) reduced to a distance of about 10ft, plus they lose initiative, speed is reduced by half, as well as finding the whole situation uncomfortable; it is difficult to speak, cast spells, and even breathe without choking on dust and dirt.

Identify Minerals
Range: 1.5m (5ft)
Duration: 3 minutes per level of experience
Saving Throw: None
M.P.: 6
The warlock is able to mystically identify minerals and fossil type formations. This spell is very basic and does not grant any real knowledge, but instead acts as a general sort of index, defining the kind of rock (diamond, granite, quartz, limestone, etc.).

Level Two

Create Dirt or Clay
Range: 3m (10ft) per level of experience
Duration: Instant & Permanent
Saving Throw: None
M.P.: 12
This spell enables the shaman to create dirt or clay out of thin air. Can conjure 10kg (22lbs).

Hopping Stones
Range: 30m (100ft)
Area of Affect:
10m (33ft) diameter
Duration: One minute per level of experience
Damage:
Varies
Saving Throw: Dodge 12 or higher
M.P.: 8
With this spell the shaman can make any stones, pebbles, or rocks hop and job, creating a bizarre spectacle, or use them to pelt people. The stones can hop up to to 2m (6.6ft) and a maximum of 25kg (55lbs) can be made to hop. An assault of pebbles does 1d4 damage each action. Small rocks do 1d4 damage each, large (shoe size) do 1d6 damage, and very large (football or soccer ball sized) do 3d6 damage each. The attack can be spread out or directed at one person.

Wall of Clay
Range: Can be cast 20m (66ft) away
Size: 3x3x1.5m(10x10x5ft) per level of experience
Duration: One minute per level of experience or until destroyed
Saving Throw: None
M.P.: 12
The shaman can create a wall of clay with 50 S.D.C. per 3x3x1.5m area. This wall cannot necessarily be created out of thin air, it must be cast on the ground or where there is earth for the wall to come out of. For example, if the caster was on a floating island, it would work, but if they were stuck on say an airship made of metal and wood, it would obviously not work. Note that if the wall should happen to tumble and fall on anyone it will most likely break into pieces, but not before doing 4d6 damage to all those under it.

Mega Brand
Range: Can be cast up to 30m (100ft) away
Area of Affect:
2m (6.6ft) radius from the center
Duration:
Instant
Damage: 3d6 damage to all in the area
Saving Throw: Dodge 18 or higher
Penetration: +3
M.P.: 16
The damage from this spell doesn't differ significantly from that of Dill Brand, but the area of effect has increased, making it possible to attack even more targets. Since the amount of dirt which flies up has increased, the spell's ability to cloud the visibility of opponents has also increased (-6 to strike, parry, and dodge through or in the resultant pilliar). The increased area of effect also means that party members have a greater chance of being victims of this spell, but hesitation in battle usually means losing anyways.

Level Three

Create Mound
Range: Can be cast up to 10m (33ft) away
Area of Affect: 3x1.5x1.5m (10x5x5ft) area per level of experience
Duration: 20 minutes per level of experience
Saving Throw: None
M.P.: 16
The sorcerer is able to move the earth to create a huge mound in the terrain. This is particularly handy in creating an area to hide or lookout post, or making the terrain more difficult to traverse. One mound is created each time the spell is cast.

Crumble Stone
Range: 3m (10ft)
Duration: Instant
Saving Throw: None or Standard for earth elemental creatures
M.P.: 16
This spell weakens or crumbles stone and rock by reducing it's structure by half. The shaman can crumble 25kg (55lbs) per level of experience. The spell can also inflict 1d6x10 damage to earth golems and earth elementals and reduce their natural A.R. by 1 point..

Earth Rumble
Range: 15m per level of experience
Area of Affect: 10m (33ft) radius
Duration: One melee per level of experience
Saving Throw: maintain balance 12 or higher and vs. horror factor 14
M.P.: 20
This spell creates a small earthquake, powerful enough to knock people off their feet and cause panic. Those who fail to maintain balance are knocked on their asses for the duration, unless they make a second roll to maintain balance of 14 or higher. There is a 1-85% likelihood that animals well flee the area of the quake.

Serrous Brand
Range: Can be cast up to 30m (100ft) away.
Area of Affect: 10m (33ft) diameter from the center.
Duration: Instant
Damage: 3d6 to all in the area
Saving Throw: Dodge 20 or higher.
Penetration: +3
M.P: 30
The strongest Brand spell, designed to cover a large area. The results of the dust and dirt cloud are identical to Mega Brand, as is the launch distance. The larger area means that those caught within it will have a very difficult time evading the blast.

Wall of Stone
Range: Can be cast 20m (66ft) away
Size: 2x2x1m(6.6ftx6.6ftx3.3ft) per level of experience
Duration: Four minutes per level of experience or until destroyed
Saving Throw: None
M.P.: 20
The shaman can create a stone wall with 100 S.D.C. per 2x2x1m area. This wall cannot necessarily be created out of thin air, it must be cast on the ground or where there is earth for the wall to come out of. For example, if the caster was on a floating island, it would work, but if they were stuck on say an airship made of metal and wood, it would obviously not work. Note that if the wall should tumble and fall on anyway it will do a mean 1d6x10 damage and trap the victims under it's weight (requires a P.S. of 60 to raise the wall enough to crawl out).

Gaia Shot
Range:
100m (330ft)
Duration: Instant
Damage: 1d6 damage per level of experience
Saving Throw: Dodge 18 or higher
Penetration: +1 per level of experience
M.P.:
12
This spell creates a cannonball sized collection rock and propels it, causing it to shatter on impact. As the shaman gets stronger, so will the shot.

Level Four

Bephis Bring
Range: By touch, the tunnel length 5m(16.5ft) per level of experience, and has a width and height of 2.5m (8.75ft)
Duration: Instant
Saving Throw: None
M.P.: 28
By calling on the power of the earth spirit Bephimos, a tunnel is created through earth. It is possible to dig a tunnel horizontally, or to create a vertical tunnel and use it as a pit trap. However, as long as the target is made of earth, the spell works, but the spell has no effect against wooden boards or metal.

Blade Haut
Range: 30m (100ft)
Duration:
Instant
Damage: 5d6+2 damage per level of experience
Saving Throw: Dodge against caster's strike roll (+2 to strike plus W.P. Sword bonuses, but not P.P. or combat bonuses)
Penetration: +5
M.P.: 30br> A spell designed to supplement sword fighting. By swinging a sword, a shock wave is created along the ground, which then attacks a target. Even if the target tries to run away, the shock wave will continue following the target. A fighter-mage skilled with a sword should learn this spell.

Mend Stone
Range: Touch or immediate area
Duration: Instant
Saving Throw: None
M.P.:
20
This spell mends and restores all earthen materials without a hint of there having ever been any damage, and rejuvinates deteriorating stone. This doubles the S.D.C. and stops deterioration. This also can restore up to 1d6x10 S.D.C. to golems and earth elementals. The shaman can restore 25kg (55lbs) per level of experience. Note that the stone cannot be given more S.D.C. than it originally had befpore it was damage.

Rust
Range: 3m (10ft)
Duration: Instant
Saving Throw: None or Standard for metal golems
M.P.: 20
This magic weakens or rusts iron and metal alloys by half. The spell can be cast ont he same object or area repeatedly to weaken it dramatically. The shaman can weaken about 10k (22lbs) of metal per level of experience. This spell is totally ineffective against magic armour, weapons, etc. However, it inflicts 1d6x10 damage to metal golems.

Sand Storm
Range: 30m(100ft)+6m (20ft) per level of experience
Area of Affect: 10m (33ft) diameter
Duration:
One minute per level of experience
Saving Throw: None
M.P.: 20
Victims caught in the storm will find their vision reduced (both nightvision and normal) to a distance of about 1.5m (five feet). The blowing sand stings and hurts unprotected eyes and flesh. Victims lose initiative, two melee attacks, are -5 to strike, parry, and dodge, speed is reduced by 75%, talking without covering the mouth is impossible, hearing is reduced by half, and 1 damage is inflicted every action to unprotected skin!

Level Five

Chasm
Range: Can be cast up to 30m(100ft)+3m(10ft) away per level of experience
Duration: Instant effect, lasts 2d6 minutes.
Saving Throw: Dodge 16 or higher for those in the path of the chasm to get out of the way.
M.P.: 40
This spell splits the earth, creating a yawning chasm that is 10m (33ft), 6m (20ft) wide, and 3m (10ft) deep per level of experience. This is a somewhat fickle spell with a variable duration, as the energy invested is just barely enough to overcome the power of Bephimos and open the large chasm. Falling into the chasm does 1d6 damage per every 3m depth, unless the victim makes a successful climbing skill roll -15% to grab onto something before they hit. When the magic ends the chasm closes up and will crush anyone still in it. Note: Chasm must be used on the ground, not man-made objects or buildings; nor will it tear through buildings, but it will ripple between them.

Clay to Lead
Range: 3m (10ft) per level of experience; line of sight
Duration: Instant
Saving Throw: None
M.P.: 36
Transformation, converts 10kg (22lbs) of clay into lead per level of experience.

Clay to Stone
Range: 3m (10ft) per level of experience; line of sight
Duration: Instant
Saving Throw: None
M.P.: 36
Transformation, converts 10kg (22lbs) of clay into stone per level of experience.

Close Fissures
Range: Immediate area
Duration: 5 minute per level of experience
Saving Throw: None
M.P.: 40
This spell temporarily closes any non-magical chasms or fissures. The shaman must be near the chasm's edge to close the opening. Anyone caught inside of it is crushed. The opening reappears when the magic is cancelled or the duration runs out.

Dug Break
Range: Can be cast up to 20m (66ft) away
Area of Affect: 3m(10ft)+1m (3.3ft) diameter per level of experience
Duration: Instant
Saving Throw:
None
M.P.: 50
A spell which affects earth spirit magic or things like golems which have been created by earth magic. Shuts out the power of Bephimos (the earth spirit) in the area and returns things to their natural state. As a result, offensive earth spells are negated and golems become piles of dirt.

Gray Bomb
Range: 30m (100ft)
Duration: Instant
Damage: 1d4x10+2 damage per level of experience
Saving Throw: Dodge of 17 or higher
Penetration: +6
M.P.: 40
Makes the ground beneath a target explode, and deals damage to a target with the shockwave. Can only be used where there is open ground (won't work in cobblestone streets, etc., must be natural ground), but against humans it's relatively easy to control whether you want to kill the target or leave the target alive (damage can be regulated in 1d4 increments).

Vuu Vraimer
Range: 10m (33ft)
Duration: 1 minute
Saving Throw: None
M.P.: 40
A spell which creates a rock golem out of stone walls, statues, and rocks lying in the area. The golem obeys the commands of the spell caster -- but only simple commands.
Attribute Equivalents of Note: I.Q. 6, P.S. 20, P.P. 10, P.E. 20, Spd. 8
Size: No smaller than 2m (6.6ft) and no taller than 3m (10ft)
Horror Factor: 12
Natural A.R.: 13
S.D.C.: 150
Spirit Points: 25
Attacks per Melee: Three
Damage: 2d6+5 damage by punch, kick, or stomp.
Bonuses: +2 to strike and parry, no initiative or dodge bonus. Only magic weapons, supernatural P.S., earth & spirit shamanism, black magic, and white offensive magic do full damage, all other attacks do half damage.

Level Six

Dug Wave
Range: 30m (100ft)
Duration: Instant
Damage: 1d4x10+2 per level of experience
Saving Throw: Dodge 17 or higher
Penetration: +6
M.P.: 50
Makes the earth below the target explode; the resultant shockwave deals damage to the target. Similar to Gray Bomb, but this spell can be used where there is no bare ground (CAN be used on cobblestone streets, concrete/cement/asphalt, in stone buildings, etc.). As a result, the spell takes a little more time to cast.

Mend Metal
Range: Touch
Duration: Instant
Saving Throw: None
M.P.: 60
Mends/restores 4d6 S.D.C. to iron, steel, and metal alloysm sealing cracks or fractures in any metal substance, and rejuvinating rusted/deteriorated metal, including armour. Will also restore the listed ammount to metal golems. This will not work on magic tiems. Can mend up to 10kg (22lbs) per level of experience.

Animate Clay Animals
Range: Touch or up to 3m (10ft)
Duration: Six hours per level of experience or permanent.
M.P.: 40, 120 for permanence.
This spell enables the sorcerer to animate clay sculpted animals, real or imagined, up to 4m tall and/or long (15 minutes are required per meter of length/height, whichever is greater, for sculpting), so that it moves like a living beast. The clay animal is under the sorcerer's mental control and must be within 60m (200ft). This particular mental manipulation is very simple so that the sorcerer can cast other spells or engage in other activities. A permanently created creature will respond to simple orders 'guard this spot' 'attack that man', etc.
Clay Creature: 20 S.D.C. per 1m of length/height (whichever is greater), two melee attacks, 1d6 damage plus attribute bonuses, +1 to strike, parry, and dodge plus attribute bonuses. P.S. 15, P.P. 16, Spd 14. +1 to P.S., P.P., and Spd. per level of the casters experience. +1 to the creatures attacks at levels 3, 6, 9, 12, and 15. Size can be increased by 1m at levels 4, 8, 12, and 15. +1d6 to damage at levels 3, 8, and 12.
Note: Clay to Stone will double the creatures S.D.C. and damage. Using Clay to Stone, and then Soft will turn the animated creature into a nearly living fleshy counter-part, granting an additional melee attack, but S.D.C. and damage will remain the same.

Soft
Range: Touch or up to 3m (10ft)
Duration: Instant
Saving Throw: None
M.P.:
36
Magically reverses the Petrification spell.

Level Seven

Dug Haut
Area of Affect: 10m(33ft) radius from the spell caster plus 2m (6.6ft) per level of experience
Duration: Instant
Damage: 1d4x10 to all those within the area
Saving Throw:
Dodge of 18 or higher
Penetration: +10
M.P.: 100
A powerful and effective spell in which numerous large stone spears rush out of the ground. This is done by gathering magical energy in a hand and slamming that hand against the ground, which causes the layers underneath the ground to shift. Since this spell also causes a small earthquake, any target whose feet are on the ground will have a hard time dodging this spell.
"Earth below me, submit to my will! DUG HAUT!"

Petrification
Range: 10m (33ft); line of sight
Duration: Permanent
Saving Throw:
Standard
M.P.: 56
This spell changes mortal creatures into solid stone! The effects of pertrification are instant and permanent, unless the Soft spell is used. The transformed animal or person typically has a natural A.R. of 14 and 140 S.D.C. A character who becomes petrified is placed in stasis and remembers nothing of the time he was turned to stone, even if that time is years stretched into centuries! If the petrified figure has a limb broken, it will be missing when restored and medical attention will be required. If the stone is smashed, the life essence inside is destroyed!

Level Eight

Vu Raywa
Range: Immediate Area
Duration: 1 minute per level of experience
Saving Throw: None
M.P.: 200
An original of Naga, the Serpent, this spell calls on the power of Bephimos (the earth spirit) to create dragon statues made of rock, then makes nearby low level spirits possess the statue, turning them into golems. However, this spell is still incomplete, so the shape of the dragons is often inconsistent, and the golems will go berserk.

Spells of Legend

Create Golem (ritual)
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
M.P.: Stone: 200, Metal: 300
This ritual requires the construction first of a golem out of several different materials. If the golem is to be stone, it must be made out of clay with hollow tubes in the body, which are then filled with mercury, acting as the life blood of the golem, and finally a ruby heart (atleast 200 gold) is placed inside the body, and two onyx gems (atleast 100 gold each) for the eyes. If the golem is to be metal, the body must be made out of iron and filled with 10 silver rods (4 for both legs, 4 for both arm, and 2 in the torso, act as 'bones'), with the afforementioned ruby heart and onyx eyes. After the automaton is constructed, a hexagram is to be drawn with iron filings. The ritual of placing life into the Golem takes 1 hour. The golem is a mystical superhuman creature born of magic and is almost indestructible. Since it is not flesh and blood, attacks designed to harm mortal physiology and mind do no affect it. The golem cannot speak, read, or understand complex commands, it has no emotions, no fears, it is basically a magical robot awaiting direction. They will only obey the vocal commands of the wizard who created it. When the creator dies, the golem will follow it's last command until it is destroyed.
Optionally, the wizard can take a silver rod (doesn't need to be any bigger than a dagger) and use it to carve the infinity symbol into the forehead of the golem. If this is done, the rod becomes a transmitter. Who ever holds the rod has direct control over the Golem for a 50km distance, able to command it mentally or even take direct control of it like a puppet. If direct control is taken then all of the Golems attributes are used, but with the controllers attacks per melee. If the controlling device is destroyed then the Golem will be without a master and go into a rampage. If the rod is jammed into the forehead of the golem then it will destroy both the rod and the golem.
Attribute Equivalents of Note: I.Q. 6, P.S. 25 (30 if metal), P.P. 15, P.E. 25, Spd. 8
Size: No smaller than 3m (10ft) and no larger than 6m (20ft)
Natural A.R.: 14 if stone, 17 if metal
S.D.C.: 250 for stone and 400 for iron; plus both completely regenerate within 24 hours unless the heart is removed and destroyed, or if all spirit points are depleted.
Spirit Points: 125 for both
Attacks per Melee: Four
Damage: 3d6+10 (4d6+15 for metal) by punch, kick or stomp. Cannot use any weapon except for blunt
Bonuses: +2 to strike and parry, has no dodge or initiative bonuses. Only magic weapons, supernatural P.S., earth & spirit shamanism, black magic, and white offensive magic do full damage, all other attacks do half damage.
Special Abilities: Nightvision 60m (200ft), supernatural P.S. and P.E. (never fatigues), regenerates 10 S.D.C. (16 for metal) S.D.C./Spirit Points per hour.

Vigarthagaia
Area of Affect: 100m(330ft)+25m(82.5ft) per level radius from the caster
Duration: 15 seconds per level of experience.
Saving Throw: Relative, those in the path of a fissure must roll dodge 18 or higher to avoid falling. Those inside buildings need to roll 14 or higher to avoid debris. All others must roll to maintain balance 14 or higher or fall flat on their asses for the duration of the spell unless they can make another maintain balance roll 18 or higher.
M.P.: 250
The spell-caster places his/her hand on the ground and sends out a pulse, which then creates a powerful localized earthquake. All buildings within the area of affect take 2d4x10 damage per action! Those inside buildings will also take 6d6 damage each melee from failing debris. Several fissures (1d4 per level of experience) in the ground can also open up around the caster, extending up to 2d6 meters away from him per level of experience and being 1d4 meters wide per level. At the end of the spells duration all fissures seal up within 15 seconds. Simply put, anything human or mortal, is crushed. However, there are ways to save oneself. Magical barriers or armour (Armour of Ithan or an Energy Field), will protect the character from the crushing force. However, the protection is automatically shattered, and then the character will still find themselves buried, and getting out of that is a whole other story we won’t go into here. Monstrous, magic, or supernatural creatures are a bit more likely to survive, but not by much, taking 3d4x10+30 damage, automatically bypassing any natural A.R., and still burying the creature under a massive amount of rock and dirt.. This spell doesn't attack living beings directly, but can be used to kill target(s).