Deep Earth
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These arcane magics of Deep Earth may have in the distant past
comprised
part of a lost branch of Earth Magics.
Earth Construction (Deep Earth S-1)
Range: 5 feet +5 / Rank
Duration: 15 minutes + 15 /
Rank; Special
Experience Multiple: 250
Base Chance: 20%
Resist: No
Storage: Investment
Target: Area
Effects: The Adept may create
50 cubic feet of earth (+ 50 / Rank) in any shape or shapes of the
Adept’s choosing. Any dimension that is less than foot is
considered to be 1 foot for the purposes of computing volume. The earth
will always appear entirely within range of the Adept and may not
appear on top of, or inside (partially or wholly), any entity. The
earth produced by this spell will be increasingly strong with higher
Rank as shown below. Additionally, the Adept may cast this as a
ritual by engaging in one or more hours of ritual preparation. If the
Adept does this and also expends 500sp in crushed gemstones per 50
cubic feet, then the duration of the spell is increased to
“Permanent”.
| Rank |
Strength |
| 0–5 |
Packed Dirt |
| 6–10 |
Hard Clay |
| 11–15 |
Sandstone |
| 16–20 |
Granite |
Earth Destruction (Deep Earth S-2)
Range: 5 feet +5 / Rank
Duration: 5 seconds + 5 / Rank
Experience Multiple: 300
Base Chance: 20%
Resist: Passive
Storage: Investment, Magical
Trap
Target: Earthen Volume
Effects: The Adept may
disintegrate up to 2 cubic feet (+ 2 / Rank) of
non-magical, and unbound earth per Pulse leaving only some billowing
dust (less than the volume being destroyed, but enough to get everyone
in the vicinity fairly dirty). If the area being targeted has any
magical attributes, or is bound earth, it will be unaffected though the
spell may continue and be used on another target area. The Adept may
only make Pass actions (to move and change their target) during the
duration of the spell.
Earthworks (Deep Earth S-3)
Range: Self
Duration: Concentration:
maximum of 5 minutes + 5 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: No
Storage: Potion
Target: Self
Effects: This spell enables
the Adept to magically push and shovel
earth to form ditches, tunnels and mounds. No earth is created by this
spell, it is only moved; to create a mound another area will have to be
leveled or a ditch dug. The spell effect moves with the Adept and earth
in a 15 foot diameter area centered on the Adept may be moved at a rate
of 200 (+ 200 / Rank) cubic feet per minute. Earthworks will push
through dirt, sand, clay and stony ground but not solid stone. Earth
will remain where it is shoved (subject to physical laws, e.g. a soft
dirt mound made too steep will naturally crumble into a more rounded
mound) and will not return to its former location when the spell ends.
Note that tunnel length will be limited by the distance the Adept can
move the earth being dug away, and that the walls and roof of a tunnel
through earth are merely the same materials and do not confer any
particular structural support or stability.
Finding (Deep Earth S-4)
Range: Self
Duration: 30 minutes +30 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: No
Storage: Potion
Target: Self
Effects: The Adept may
determine the direction in which they will find
any person or creature of their desire which they have previously
encountered or studied and which is both within the range of 5 miles (+
5 / Rank) and in contact with the earth. The Adept will be able to
“hear” the target’s footsteps; the vibrations carried
through the earth. The spell will fail if the target is not within
range or not in contact with the earth at the time of casting. If the
spell is successful and the target subsequently breaks contact with the
earth the effect will be suspended and the Adept will no longer be able
to determine direction (though they will know the last known
direction). If the target resumes earth contact before the spell
expires the Adept will once again be able to detect them. Contact with
the earth is determined in the same way as for casting Earth College
magics.
Elemental Transformation (Deep Earth
S-5)
Range: Self
Duration: 30 minutes + 30 /
Rank
Experience Multiple: 300
Base Chance: 15%
Resist: None
Target: Self
Cast Time: 1 minute
Effects: This spell cannot be
Pulse Cast, requiring a full minute
and direct contact with the earth. Over the course of the casting time
the Adept takes on the outer appearance of an Earth Elemental, gaining
a magical rock covering over all of their body. This will double the
Adept’s weight, reduce their TMR by 1, and their MD and AG by 2.
The Adept may still wear clothes, armour, items, etc and use them, but
it will take twice as long to put things on, take them off or prepare
them as they slowly pass through the rocky layer. While in this
transformed state the Adept may (as a Pass action) sink into the
ground, becoming undetectable by normal means if they choose to be
below ground level (though they will be unable to see events on the
surface). If they wish to extend a little above the ground (in
order to see) then the chance of spotting them is 1/2 PC. They
may see up to 5 feet (+5 /Rank) through the earth (but cannot
“see” into spaces this way -- seeing the interface between
earth and air as a wall), and may pass through the earth leaving no
trace at 1/2 (adjusted) TMR. Breathing is suspended underground, other
actions may be taken normally. In addition, because of their increased
affinity with their element in this state the Adept gains the following
benefits: they may benefit from two Strength of Stone spells (one on
PS, the other on EN); Armour of Earth absorbs an additional 1 damage
for every 5 full Ranks with Elemental Transformation; and all other
Deep Earth spells are cast at +10% to BC.
Copyright
2005, Martin
Dickson.