School of Magic | Earth |
Domain | Elemental |
Polarity | Order |
Realm of Origin | The Forge |
Associated Colors | Brown, Metallic Grey, Earth Tones |
Associated Materials | Base Metal, Clay |
Crafting/Enchanting Material | Thaumatite Ore |
School of Powers | Earth |
Academic Name | Geomancy |
Traditional Name | Lore of Land |
School of Powers, Volatile | Metal |
Academic Name | Ferromancy |
Traditional Name | Lore of Metal |
Lore coming soon…
Passive Effects
Earth Damage
- All Earth and Metal Powers are considered to cause Earth Damage
Other passive effects for Earth Magic are unique to each School of Powers:
Earth Power Passives
Crushing Force
- Applies to any Earth (or Metal) Power that includes ‘Crushing Force’ in its description
- Anytime a Crushing Force power is cast on the same target is gains +1 damage and +2 Crushing Blow, stacking up to 3 times
- Crushing Force also cuts any Damage Absorption and/or Damage Negation by half, regardless of the number of stacks
Metal Power Passives
Volatile Powers
- All Metal Powers are considered Volatile Powers
Piercing Force
- Applies to any Metal Power that includes ‘Piercing Force’ in its description
- Piercing Force powers have -3 Armor Piercing per Tier of the power and 1 dam per rnd Bleed effect per Tier of the power
Agglomerate
Every time a volatile metal power is used, residual liquid metal begins to agglomerate upon the casters own body. As it solidifies the caster gains some defensive benefit, but loses mobility. If left unchecked the caster will eventually become completely immobilized. This agglomerated metal will slowly dissipate on its own over time, but if the excess volatile metal is quickly vented off it will typically cause an explosion of shrapnel, as deadly to the caster as it is to anyone nearby.
- For each Volatile Metal stack: gain +5 Armor, but reduce movement by 1/4
- after 4 stacks the caster becomes Rooted
- after 5 stacks the caster becomes Immobilized
Earth & Metal Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smother Magic | yes | 66 | Elemental | Earth | Earth | Alteration | 1 | 1/Tier against | Dispel | instant or action | 12 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is air or fire magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to temporarily remove all air in a 1" per Tier radius around the target, smothering any natural flame and stealing the breath from affected targets lungs (but not lasting long enough to cause any significant effects/suffocation) • can also be used to dispel/shatter one air or fire magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Mocking Stone | yes | 53 | Elemental | Earth | Earth | Conjuration | 1 | 4 | Totem | instant | 6 | radius 2" • while active the totem continuously Taunts enemy targets within radius, or attempting to use a LoS attacks/abilities through its radius • totem has 10AC/Resist and HP per Tier |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Earth Elemental | yes | 280 | Elemental | Earth | Earth | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 5 | Summons an Earth Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Stun | yes | 68 | Elemental | Earth | Earth | Destruction | 1 | 3 | Imbue | instant | 3 | stun effects on weapon are multiplied by 10 | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Slinging Stone | yes | Elemental | Earth | Earth | Destruction | 1 | 2/Tier | Missile | action | 25 | Fires a small magically created stone that inflicts 1d8 Earth damage with Crushing Force. Can also be used to sling naturally occuring stones, adding the natural stones throw damage as additional physical damage. T1 Small +1d2, T2 Medium Stone +1d4 & Stun 5%, T3 Large Stone +2d4 & Stun 10%, X-Large Stone +4d4 & Stun 15% | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Sand Storm | yes | 58 | Elemental | Earth | Earth | Devastation | 1 | 2 +5/Tier | Storm | action | 12 | 2" per Tier radius • blocks LoS • 1d4 damage •15% chance/Tier will knockdown affected targets |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Earth Mending | yes | 33 | Elemental | Earth | Earth | Fortification | 1 | 3 | Empower | instant | self | while buff is active any faith or spirit power used by the caster that directly increases health gains +1d6 effectiveness • also adds +1d6 healing to any healing effect used on the caster (I.e. if caster is healed by an ally or drinks a potion) • consume to auto-crit the next healing power of any kind |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stone Skin | yes | Elemental | Earth | Earth | Fortification | 1 | 5 | Boon | instant | 3 | target gains 10% damage negation, consume (out of turn if desired) to boost to 50% against the next successful wound | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Metal Sight | yes | 535 | Elemental | Earth | Metal | Alteration | 1 | 1 per 1" radius | Reveal | instant | self | Grants the caster the ability to see the size and composition of refined metals, even when concealed or otherwise out of LoS. This could be a mental image, something akin to x-ray vision, or a spiritual representation such as lines of power connecting the caster to each piece of nearby metal. The range at which these metals can be seen is dependent on the amount of spirit used. In some cases this may allow the caster to establish LoS on targets that it cannot physically see. | Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Staggering Chains | yes | 151 | Elemental | Earth | Metal | Conjuration | 1 | 1+1/tier | Binding | action | 8 | targets are Slowed and Winded • all stun/knock down/snaring/immobilizing effects are 25% more likely to occur • chains are invulnerable to damage but can be dispelled |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Lacerate | yes | 68 | Elemental | Earth | Metal | Destruction | 1 | 3 | Imbue | instant | 3 | adds a 2 damage per round Bleed effect | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shrapnel Skin | yes | Elemental | Earth | Metal | Devastation | 1 | 1.5 per Tier | Nova | action | 2 | caster immediately consumes 1 stack of Agglomerate per Tier, dealing 1d6 damage per stack with Piercing Force to all targets within 2" (including self). The self inflicted damage cannot be shielded or absorbed in anyway. | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Weaken | yes | 166 | Elemental | Earth | Earth | Alteration | 2 | 1/Tier | Modify | instant | 12 | single target/item has any Damage Absorption properties reduced by 10% per Tier, any Damage Negation reduced by 1 per Tier, and any Strength based melee damage bonuses reduced by 1 per Tier | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Detect Ore | yes | 535 | Elemental | Earth | Earth | Alteration | 2 | 2 | Reveal | instant | 12 | grants a single target spiritual knowledge for 1 hour per Tier of the Caster regarding the location of ores within the ground, even through solid stone (could be a mental image or something akin to x-ray vision) • requires a successful Perception test • GM's may choice to modify the perception test for precious ro rare ores • the more specific the target the more specific the results will be |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Inanimate Illusion | yes | 211 | Elemental | Earth | Earth | Conjuration | 2 | 2 per 1" | Illusion | instant | 10 | creates illusionary versions of any inanimate (non-moving) solid matter • has no true physical form |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stone Shoes | yes | Elemental | Earth | Earth | Conjuration | 2 | 1+1/tier | Binding | action | 8 | target has movement reduced to zero and is fixed to the ground (immune to knockback, etc...) • target must be standing on earth/stone of some kind when cast • stone shoes have 20 HP and 75% Absorption but can be dispelled as normal |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Earth Bind | yes | 107 | Elemental | Earth | Earth | Destruction | 2 | 6 | Burst | action | 10 | The ground at the targets feet reaches up to cursh them for 2d8 Earth damage with Crushing Force, 5% chance +5%/Tier to Snare target to that location for 1 round | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shallow Grave | yes | 145 | Elemental | Earth | Earth | Destruction | 2 | 10 | Amplify | instant | 10 | the earth opens beneath the targets feet, swallowing up their legs • Small, Medium or Large targets are snared for the duration, Tiny or less are immobilized, and Huge or greater are unaffected • persistent effect but can be dispelled • any Earth based destruction powers cast on a different target also damage snared/immobilized target • occurs up to three times • if target takes any other damage effect is cancelled |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cone of Sand | yes | Elemental | Earth | Earth | Devastation | 2 | 6 | Cone | action | Cone Template | 1d6+4 damage, 40% chance to reduce targets armor by 5 per Tier for remainder of battle, permanently damages 1 piece of armor per tier after the battle is over (no effect on crafted/enchanted armor) | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Crystalline Regrowth | yes | 103 | Elemental | Earth | Earth | Fortification | 2 | 3/Tier | Healing | action | 12 | A single target receives 1d6+1 healing per Tier and next source of incoming damage (all types) is reduced by 2 per Tier | Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Earth Ward | yes | 108 | Elemental | Earth | Earth | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to Stun effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Earth powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rolling Iron | yes | 274 | Elemental | Earth | Metal | Alteration | 2 | 8 | Movement | instant | 12 | Agglomerate stacks are repositioned on the targets body to temporarily transform it into an iron ball. Cannot be used on targets with 4 or more stacks of Agglomerate. The next movement that the target takes ignores any movement penalties caused by Agglomerate and adds +1 movement per stack. Total movement is doubled when travelling downhill and halved when travelling uphill. While in ball form: • you can only travel in a straight line, • are immune to physical damage • cause a 2d6 trample effect • cause collision damage equal to 1d6 per Inch mvoed PRIOR to impact, capped at 2d6 per Tier • deal the equivalent amount of fall damage to any surface/target you land on, capped at 2d6 per Tier • counts as disengaging from combat if leaving base contact |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Ingot | yes | 218 | Elemental | Earth | Metal | Conjuration | 2 | 2 per Tier per Ingot | Utility | instant | 25 | create a pure metallic ingot from a visible (LoS) raw ore source. Ingots are used for several secondary crafting skills (i.e. Blacksmithing) or can be traded for equivalent currency. Scales by Tier • Tier 2 = base/soft metals (copper, lead, tin, etc...) • Tier 3 = hard/semi-precious metals (iron, silver, etc...) • Tier 4 = ultra-hard/precious metals (titanium, tungsten, gold, platinum, etc...) • Tier 5 = otherworldly metals (tranilium) |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Metallic Elemental | yes | 280 | Elemental | Earth | Metal | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 5 | Summons a Metallic Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Mithril Spear | yes | 52 | Elemental | Earth | Metal | Destruction | 2 | 6 | Missile | action | 25 | Magically throws a Mithril spear that deals 1d12+4 physical damage, with Piercing Force. The spear dissapears after it strieks its target. | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Iron Fist | yes | 243 | Elemental | Earth | Metal | Destruction | 2 | 2 | Shock | action | melee | the casters fists briefly become solid iron allowing for a 2d4 Earth damage fist attack with Crushing Force • can be used as a main hand and off hand attack at 2x spirit cost • can also be paired with a Focus fist attack at a further 2x spirit cost, where damage remains set at 2d4 but Focus dice/effects apply |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Molten Spray | yes | 133 | Elemental | Earth | Metal | Devastation | 2 | 10 | Cone | action | Cone Template | 1d8+8 damage, 5% chance +5%/Tier to Sanre the target to that location for 1 round | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Iron Ward | yes | 128 | Elemental | Earth | Metal | Fortification | 2 | 5 | Ward | instant | 6 | while ward is active target is immune to Crushing Blow and Armor Piercing effects • when consumed the ward grants a 40% block chance, increases to 50% if blocking a Metal power • block can be paired with an equipped Shield, combining the total block value |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Steel Skin | yes | 153 | Elemental | Earth | Metal | Fortification | 2 | 8 | Boon | instant | 3 | target gains 10% damage negation and +15 Armor, consume (out of turn if desired) to boost to 75% damage negation against the next successful wound | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tremors | yes | 244 | Elemental | Earth | Earth | Alteration | 3 | 6 | Control | action | 12 | The targets body is wracked by violent tremors and must take a Stamina test at the end of each of their turns or they are knocked down • lasts for 1 round per Tier • if they are already knocked down they are stunned • the stun effect cannot occur 2 rounds in a row however the knock down can |
Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Shardling | yes | 229 | Elemental | Earth | Earth | Conjuration | 3 | 3x Creatures Threat Rating | Familiar | 10 minutes | 2 | Summons a Shardling from the Forge realm to act as the caster's familiar (see CoC: Shardling) | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Sand Hydra | yes | Elemental | Earth | Earth | Conjuration | 3 | 2+5/Tier | Sentinel | action (uninterrupted) or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Cone of Sand'/round, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Lodestone | yes | Elemental | Earth | Earth | Conjuration | 3 | 2 | Utility | instant | 25 | creates an enchanted lodestone that can be set to any destination, person, item, etc... that the caster can picture in their mind at the time of casting, causing the lodestone to always point towards the target • if used in tunnels or passageways made of stone, metal or earth, the lodestone will adjust to navigate through to the target, rather than just point directly at the target • lasts up to one day unless critically cast, which makes the lodestone permanent |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Tremor | yes | 243 | Elemental | Earth | Earth | Destruction | 3 | 5 | Shock | action | melee | 3d6 Earth damage with Crushing Force • inflicts max damage if target is stunned, snared, or immobilized |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stone Shot | yes | 313 | Elemental | Earth | Earth | Destruction | 3 | 8 | Shot | action | 20 | Fires a formless mass of elemental magic that upon striking the target causes stones to hit them from all directions, dealing 2d8+2 Earth Damage with Crushing Force • 10% chance/Tier to stun target for 1 round |
Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Sand Blaster | yes | 226 | Elemental | Earth | Earth | Devastation | 3 | 10 | Beam | action | 6 | 2d8+4 dam & knocks target back to end of beam • if colliding with solid object (i.e. wall) or another target causes standard collision damage • if colliding with additional targets, all targets are knocked back • hit roll on initial target only • 10%+10%/Tier chance to damage a single piece of non-enchanted/crafted armor (or shield if blocking) • damaged item is rendered useless for remainder of battle (immediatel subtract armor value) and must be repaired before being used again • if used against inanimate objects (i.e. doors, chests, etc...) cuts absorption in half |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Quicksand | yes | 304 | Elemental | Earth | Earth | Devastation | 3 | 9 | Trap | action | 16 | 3" radius, affected targets move at 1/2 speed on turn 1, are snared on turn2, and Immobilized on turn3 • immobilized targets take 1d8 damage each round until pulled free • targets can be pulled free by someone outside the quicksand area if passing a Strength test |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rockhide Armor | yes | 225 | Elemental | Earth | Earth | Fortification | 3 | 13 | Armor | instant | self | while active gain +16 Armor, -20 to hit, and become imbue to stun, knockdown, and knock back effects • after taking any single wound greater than 20 (or greater than 10 air/storm damage), the Rock Armor is destroyed stunning anyone in base contact for 1 round |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Unshakeable Faith | yes | Elemental | Earth | Earth | Fortification | 3 | 6 | Synergy | instant | 3 | everytime the target passes a Faith difficulty roll they are healed by half the amount shown on the dice (healing effect cannot crit or be modified in any way) • if failing a Faith difficulty roll the effect is consumed but allows for a re-roll |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Magnetic Hex | yes | 305 | Elemental | Earth | Metal | Alteration | 3 | 6 | Hex | instant | 10 | The target becomes magnetic, granting +20 to hit and + 3 damage to any melee or ranged attack made by a metal object. • Consuming the hex causes the target to draw all volatile metal Agglomerate stacks within 10" to itself, effectively removing them from any nearby metal caster and putting them all on the hexed target. |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fool's Gold | yes | 211 | Elemental | Earth | Metal | Conjuration | 3 | 10 | Illusion | instant | 10 | Creates the illusion that a single targeted metal object is made of a different metal than it actually is. The shape or form of the object is not affected, only the metal it is made of. If the metal is inside a container, then the illusion can apply to all metal inside the container (i.e. a bag of copper coins could appear as gold coins). The illusion tricks conventional senses into believing that the appearance, feel, weigh, lustre and stiffness of the metal is something other than it is, without actually modifiying any of its physical or chemical properties. When the illusions wears off it might be wise to be nowhere near the mercenary or merchant you sold the item to. Examples: • A bronze hammer could appear to be made of solid lead, tricking its wielder into thinking they couldn't use it effectively in combat, though its actual weight never changed. • A sword made of the finest castle-forged steel could appear as rusted and not worth stealing. • A copper chalice that is green with age could fetch 100 times its worth as a gleaming golden chalice. |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Razor Strike | yes | 356 | Elemental | Earth | Metal | Destruction | 3 | 4 | Strike | action | melee | +1d12 damage with Piercing Force | Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shrapnel Charge | yes | 310 | Elemental | Earth | Metal | Devastation | 3 | 7 | Bomb | instant | 10 | remains on target until struck by Earth Damage or being hit by an attack with Crushing Blow. Once triggered place the cone template directly behind the direction in which the target was struck, the target and anyone in the cone template take 2d8 damage with Piercing Force | Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Iron Will | yes | 213 | Elemental | Earth | Metal | Fortification | 3 | 5 | Synergy | instant | 3 | each time the target uses a Vigor, Fury, Stealth or Honor code ability they gain a stack of Iron Will, increasing damage with that mechanic by 1 per stack and gaining resistance to stuns or any ability that makes the target move against their will, equal to 20% +10% per stack • can have up to 6 stacks • effect is consumed if failing to resist one of those effects |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Burrow | yes | 274 | Elemental | Earth | Earth | Alteration | 4 | 8 | Movement | instant | 12 | burrow into the ground and re-emerge as the movement phase in a subsequent anywhere within 12" • while burrowed all LOS is broken • if emerging directly beneath another target a Stamina Roll-off is required • where failure prevents emerging and success knicks the target down • if burrowing to leave base contact, still counts as Disengaging from Combat |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Sand Skin | yes | 305 | Elemental | Earth | Earth | Alteration | 4 | 6 | Hex | instant | 10 | all attacks against target do 10% more damage • consuming the hex causes the target to suffer 100% extra damage on the next single attack made against them |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stonewall | yes | 314 | Elemental | Earth | Earth | Conjuration | 4 | 7 | Obstacle | action | 10 | creates an impassable wall of stone 1" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • blocks LoS and counts as hard cover where applicable • can be climbed over • each 1" long segment of the wall has 40HP and 50% absorption • reducing a segment to 0HP causes only that segment to crumble • wall cannot be repaired in any way |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Earth Pummel | yes | 356 | Elemental | Earth | Earth | Destruction | 4 | 6 | Strike | action | melee | +1d10+5 Earth damage with Crushing Force • knicks target back 1d6" and stuns them for 1rnd if they collide with a solid object • if wielding a weapon with the 'Crushing Blow' affect the physical portion of Earth Pummel is considered to have hit so long as it inflicts damage |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shockwave | yes | 382 | Elemental | Earth | Earth | Devastation | 4 | 8 | Nova | action | 1 | 3d10 Earth damage with Crushing Force • 10% chance per Tier that targets are knocked down |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shatterstone | yes | Elemental | Earth | Earth | Devastation | 4 | 9 | Bomb | instant | 10 | remains on target until hit twice by Earth Damage or attacks/powers with Crushing Force or Crushing Blow • once triggered the the shatterstone explodes in a 3" radius, inflicting 1d8+1d6 Earth damage with Crushing Force |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Earth Shield | yes | 281 | Elemental | Earth | Earth | Fortification | 4 | 9 | Shield | instant | 8 | creates a 1d12+10 elemental damage shield that negates all Earth effects • the attack which destroys the shield inflicts the attacker with a Earth based Stun effect for 1 round |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Iron Maiden | yes | 244 | Elemental | Earth | Metal | Alteration | 4 | 12 | Control | action | 12 | The target is encased in a magical iron maiden which completely immobilizes them while also making them immune to any external source of damage, except heat which is doubled. The caster may decide the particular form of the Iron maiden, such as leaving a slit near the eyes so the target can see out and thus establish LoS for non-damage spell effects cast on them. The effect lasts until they iron maiden is physically opened or dispelled, until the target dies or until cancelled by the caster, at which point it disappears. The target takes bleed damage for every round spent in the Iron Maiden, or every 5 minutes if out of combat. The bleed damage starts at 1d6 (+casters spell damage modifiers), and cumulatively increases by 1d6 each round. This bled effect stacks with any other sources of bleed damage. The iron maiden will disappear after 1 day passes unless the spell is recast to refresh it. | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Steel Shot | yes | 313 | Elemental | Earth | Metal | Destruction | 4 | 9 | Shot | action | 20 | Fires a dense grouping of enchanted steel pellets towards the target, inflicting 2d8+5 earth damage with Piercing Force • damage is increased by +10 if target is 5" or less away • damage is reduced by -10 if target is more than 10" away |
Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Iron Quills | yes | 33 | Elemental | Earth | Metal | Fortification | 4 | 6 | Empower | instant | self | While buff is active the target gains a coat of iron quills that inflicts 1d4 auto damage on anyone that attacks them in base contact. For each volatile metal Agglomerate stack on the buffed target, increase the damage by +1d6. • Consume to violently expel the quills at a single target within 4" • Consuming deals the equivalent amount of damage to both the target and the one consuming the empower • Damage dealt from consuming the empower has Piercing Force |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Earthquake | yes | 357 | Elemental | Earth | Earth | Alteration | 5 | 18 | Channel | action (uninterrupted) | 10 | Causes a violent earthquake in a 10" radius around a target point • for the duration this area is considered difficult terrain and any creature or ally within the radius that fails a Stamina test at the beginning of their turn is knocked down and stunned for the duration of their turn • any rigid structure takes 1d8+2 physical damage per Tier of the caster, ignoring standard absorption • each channeling lasts for 1 minutes outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Seal of Petrification | yes | 517 | Elemental | Earth | Earth | Destruction | 5 | 20 | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal will find their their entire body seizing up, and if failing a Stamina test (at -1 Resolve per Tier) will become immobilized for a short time (1 round in combat) and take 2d10 auto-damage • if the seal is broken the target is petrified (see Petrify power for details) at -3 Elemental Resistance per Tier |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Boulder Toss | yes | 345 | Elemental | Earth | Earth | Devastation | 5 | 14 | Blast | action | 20 | Magically tosses a nearby boulder from its current location either in a straight line or arched through the air towards a target point • impacts a 1" radius, causing 3d8+6 Earth damage with Crushing Force, does 2x damage to targets that are stunned/knocked down or recovered from being stunned/knocked down during their turn • if no boulders exist nearby the spell creates one from any source of earth, dirt or dust surrounding the caster |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Greyscale | yes | 536 | Elemental | Earth | Earth | Devastation | 5 | 16 | Plague | action | 15 | causes rapid growth of mineralized scales on the targets skin, granting 1d6 (shield like) damage reduction (all types) each round and stacking if it is not used each round • after rolling damage reduction inflict internal damage equal to 2x the current stack of greyscale damage reduction • at the end of the duration, the remaining stacks of damage reduction become the percentage chance that the greyscale permanently immobilizes a random (or applicable) body part (see 'Injuries' tables) |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Embrace of the Earth | yes | 358 | Elemental | Earth | Earth | Fortification | 5 | 4/Tier | Shell | action | self | self-cast only • completely encases the caster in stone • the stone shell has 6HP per Tier and 50% Absorption, with 0 AC • while encased cannot move, attack or cast LoS powers, but cast earth powers @ half cost & faith powers @ half difficulty |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Iron Hydra | yes | 370 | Elemental | Earth | Metal | Conjuration | 5 | 2+8/Tier | Sentinel | action (uninterrupted) or 1 minute | 6 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Molten Spray'/round, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Metal Storm | yes | 58 | Elemental | Earth | Metal | Devastation | 5 | 30 | Storm | action | 12 | Shards of jagged metal and razor sharp knives spin about in a deadly vortex dealing 2d12+6 damage with Piercing Force in a 3" radius | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Metallic Plates | yes | 303 | Elemental | Earth | Metal | Fortification | 5 | 9 | Shield | instant | 8 | metallic plates swirl around the target, acting as a 1d12+10 physical damage shield and conveniently parting whenever the target needs to attack. • The attack which destroys the shield grants the shielded target +15 Armor until wounded or hit by a crushing blow |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Forge Land | yes | 409 | Elemental | Earth | Earth | Alteration | 6 | 12 | Environment | action | 12 | mold and shape existing land forms into various small scale useful features (i.e. ditches, land bridges, walls etc…) lasts for up to 1 day | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Petrify | yes | 424 | Elemental | Earth | Earth | Alteration | 6 | 15 | Transmute | action | 6 | permanently turns a single target/creature (up to Huge) or item (up to XL) into solid stone • target gains 50% absorption but can't move in anyway, though it can still see and hear • the effect can be undone at anytime by the original caster or can be dispelled as normal |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
The Hammer of Ages | yes | 527 | Elemental | Earth | Earth | Conjuration | 6 | 24 | Weapon | instant or action | self | Conjures the Hammer of Ages, a large unwieldy hammer made entirely of stone, that may be wielded in one or two hands • inflicts 2d10 Earth damage if wielded in two hands or 2d8 Earth damage if wielded in one hand, or cast as quasi-sentient • clumsy (-15), crushing blow (8), ignores absorption • breaks any shield (physical or magical) in a single blow |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Crushing Prison | yes | 404 | Elemental | Earth | Earth | Destruction | 6 | 17 | DOT | instant | 15 | 2d8 Earth damage with Crushing Force • target is immobilized while under the effect, target may choose to break the prison if passing a strength test, but then takes dam equal to remaining rounds of DOT |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stone Shower | yes | Elemental | Earth | Earth | Devastation | 6 | 18 | Multi | action | 20 | fires 8 stones, allocated as caster sees fit, 1d8 Earth damage each, with Crushing Force | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Crystalline Defense | yes | 405 | Elemental | Earth | Earth | Fortification | 6 | 20 | Defense | instant | self | while active 3 crystals (Red, Blue, Green) spin in 2" radius around caster, granting +10 hit/+2dam with any strike/shot/unarmed attack • the crystals intercept any enemy that crosses radius, inflicting 2d10 dam and granting additional effects according to their color: red +50% crit on casters next power, blue 90% chance to knock target down, green 90% chance to stun target |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Transmute Metal | yes | Elemental | Earth | Metal | Alteration | 6 | 15 | Transmute | action | 6 | a single target/creature (up to Huge) or item (up to XL) that is primarily comprised of some kind of metal can be transmuted into another kind of metal, taking on all its properties • if the item is a container, then all metal inside the container can be transmuted instead (i.e. a chest of silver coins turned into gold coins) • effect can be dispelled • lasts for 1 hour unless scoring a critical cast in which case the effect becomes permanent, however traces of the magic remain detectable • if scoring a natural 100 the effect is permanent and utterly undetectable or dispellable |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Shards of Metal | yes | 430 | Elemental | Earth | Metal | Devastation | 6 | 18 | Multi | action | 20 | fires 8 shards, allocated as caster sees fit, 1d8 damage each, Piercing Force | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deep Warren | yes | 482 | Elemental | Earth | Earth | Alteration | 7 | 20 per 1" radius | Portal | action | 6 | Grants entry into the Deep Warren, an extra dimensional network of magical tunnels connected to a singular hub, with a theoretically infinite number of tunnels branching off to any location that the caster has previously visited. Entrances and exits into the Deep Warren can only be cast on clear and open ground and appear as a large rabbit hole of infinite depth. • The spell must be cast to both enter and exit the Deep Warren, but once cast allows anyone or anything to pass through the tunnel until either the caster enters the tunnel or decides to end the spell. Anyone inside the Deep Warren that does not have access to the Deep Warren spell will become trapped and hopelessly lost until another tunnel is created by a caster using the Deep Warren spell. |
Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Prime Earth Elemental | yes | 483 | Elemental | Earth | Earth | Conjuration | 7 | 150 | Supreme | action | 6 | Summons a Prime Earth Elemental | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Deep Grave | yes | 458 | Elemental | Earth | Earth | Destruction | 7 | 2x Targets Threat Rating | Death | action | 2 | the earth opens beneath the targets feet, consuming them and instantly killing the target • if the targets size is Huge or larger it instead Snares its legs until passing a strength test • no effect if target is not on the ground (i.e. flying or swimming) |
Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cataclysm | yes | 484 | Elemental | Earth | Earth | Devastation | 7 | Ultimate | action | battlefield | UNDER DEVELOPMENT... shatters the earth across an entire battlefield | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Avatar of the Earth | yes | 451 | Elemental | Earth | Earth | Fortification | 7 | 40 | Avatar | instant | self | caster transforms, grows in size • casts Shockwave during transformation and after each move • gains 50% absorption, 2 melee attacks equal to great hammer +2dam '+50% HP(max), cannot use special abilities, lose all AC, always moves to attack closest target (friend/foe), 20% chance that caster cannot cancel ro dispel the effect of their own free will |
Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Sunder Earth | yes | 505 | Elemental | Earth | Earth | None | 8 | unknown | Legendary | action | unknown | Tears a given area of land apart and casts the floating chunks outward | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |