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.
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.
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 wont 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).