Deep Earth



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.