Earth Elemental Spells

copyright 1999 by Dan Ashlock

Contents

(Index)

   Introduction
   Spells
      Activate Gem
      Animate Earth(F)
      Animate Gem
      Animate Metal(F)
      Animate Rock(F)
      Control Earth Elemental(F)
      Create Gem
      Crystal Missile
      Crystal Spray
      Crystalline Elemental
      Crystallize
      Damage Manashield
      Detect Gems(F)
      Detect Metal(F)
      Dig
      Dismiss Air Elemental
      Earthern Blending**
      Earthpower(F)
      Embed
      Enhanced Density**
      Gem Mana**
      Harden Self**
      Heal Earth Elemental(F)
      Hold Air Elemental
      Hurl Rock(F)
      Magnetize
      Pass Stone**
      Phase Portal
      Power Crystal
      Protection from Control(F)
      Protection from Earth Elementals
      Protection/Material Life
      Refine
      Restructure
      Sand Swimmer(F)
      Sink
      Stone See(F)
      Stone Shape
      Subterrain
      Summon Earth
      Summon Earth Elemental
      Transport via Rock**
      Wall of Crystal
      Wall of Earth
      Wall of Iron
      Wall of Stone
      Work Crystal

Introduction

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This area of magic is one that sentient spellcasting earth elementals can learn on the elemental plane of earth. It has many spells in common with the earth element area but some, particularly the spells dealing with crystals and healing of earth elementals are quite different. Those spells whose names end with a ** require that the recipient be an earth elemental for there to be any effect. Such spells that have counterparts in Earth Element may be radically different.

Spells

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Activate Gem.
Rank: 6.
Csp: -lots.
Mana: 13 or more.
Range: touch.
Duration: permanent, see below.
Area of Effect: a gem.
Description:

This spell requires the caster to meditate over and consider a gem for 5 DPs per Carat of the gem he wishes to activate. At activation time he must spent 1 unspent experience or mana into the gem (permanently). The sympathetic function of the gem is activated, as follows. This function affects any creature that keeps such a gem about its person. Notice not all the effects are good.

Gem Effect per Carat
Adamantite +1 hitpoint
Agate +5 magic/insanity save vs dream attacks
Amber +6 shock save
Amber with Insect empathy with arachnids
Amethyst +5 stress save vs drunkenness, +1 poison armor
Bloodstone +2 armor vs lightning
Cats Eye Agate -5 to spirit/aura perception of possessor
Coral +6 bleeding save
Cinnabar mana conduit, averages mana among those touching it
Black Coral +6 insanity save
Blue Diamond ten times normal ability to hold breath
Diamond +1 innate edge, point armor, up to impact armor
Dragon's Tooth +2 DP
Emerald +2 stamina
Fire Opal +10 save versus smoke, brimstone, etc. effects
Fool's Gold stores 2d10 mana, drains it by touch when not charged
Hematite +10 save vs magical bleeding or allowed save if none
Jacinth +3 fire armor
Jade Voice sounds pleasant, honest, +3 to persuasion, lying
Jasper +2 poison armor
Lapis Lazuli +8 save versus any fear affect
Malachite +6 agility save
Mana Stone +1 recharge factor
Mithrite +2 magic armor
Moonstone stress save to control lyc transform, or +6
Moss Opal +30 to saves concerning plants
Olivine +6 magic save
Opal +5 physical elusiveness
Peridot +6 to saves versus coercion spells
Quartz Crystal +6 perception save
Rose Quartz can tolerate 30 degrees more cold
Ruby +6 Luck Save
Sapphire +2 mana
Sea Opal +1 acid armor
Serpentine allows a perception save to notice opponents flaws
Shark's Tooth +1 damage bonus
Star Sapphire +3 mana
Sunstone +1" radius bright light
Topaz +3 necromantic armor
Turquoise Possessor is trusted by steeds, stress save for a steed to disobey
White Jade +3 armor versus cold
Yellow Diamond Attracts lightning if passes within 3"

This list is not exhaustive and odd things may happen if this spell is thrown on a magical gem. In general power is more or less proportional to rarity or oddity of gems. Special failure mode one will cause the gem to transmute into another type of gem. Special failure mode two will cause the gem to explode doing 2d6 d6's of damage of an ``appropriate'' type. Special failure mode three causes the gem to absorb all the caster's mana (it can recharge normally) but the spell works normally, save that a second permanent point is drained. If two gems created by this spell are both kept on a character's person then the larger effect is used, the effects don't add.

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Animate Earth(F).
Rank: 5.
Csp: -300.
Mana: 11 or more.
Range: short.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell allows the mage to create an automaton type monster made of earth. An earth or clay golem, for example. The caster gets 15 balanced or five balanced design points per mana spent on the base spell spell assuming the standard number of base points. The caster may create +1 monsters for +3 mana or have them active for 2x as long for +1 more mana; recall the doubling rule. Unbalanced points must be purchased in multiples of 25 points. This spell (and the other animate/earthen material spells) do not create the mass used for the creature. The character must have it handy and have it whipped roughly into shape. By way of example, a version of this spell could be used to animate humanoid statues. The monsters may not exceed the following armor values, impact: 12, edge: 8, point: 8, fire: 20, magic: 12, necromancy: immunity unless those values are the natural result of their basic stats and body type/body type modifiers.

The creature may buy immunity or damage reduction only versus earthen type attacks, poison, and necromancy. The creature is encouraged to take susceptibility of some sort to air based attacks. The creature gets a +4 cost advantage on those types of damage reduction or immunity it can buy. Usually the creature will buy the power "doesn't breathe". The creature may by at most +2 or better weapons to hit and it's hits as magic weapon ability may not exceed its magic weapons to hit level. The creature may only have senses the caster does, though the creature may gain special senses the caster has via magical aids.

If a creature created by this spell is removed from contact with earth it is paralyzed until contact is regained. A creature created by this spell is considered to have tunneling at 0" no matter what it's body type. A creature created by this spell is able to buy phasing but does not have it initially (it must pay the premium). Creatures created by this spell must buy immunity to necromancy. A creature built with this spell must justify those monster powers it does buy. In particular animated earth creatures are barred from buying spell like effects outside of the earth element area. A creature created by this spell should take the disadvantages reduced intellect (automata) and unchanging. The caster should design one creature when he learns the spell and can add others to his repertoire with an expenditure of 20 DPs each. It costs 5 DPs to "fine tune" a particular design, i.e. create a minor variation on an existing design. The referee will provide a short list of examples. The creature takes verbal orders and follows them literally. If this spell is cast in a fashion that causes it to be triggered later the caster may include one simple order in the spell.

Special failure mode one causes the creature to turn into a statue after 2d100 rounds. Mode two makes the creature a berserker automaton. Mode three makes the creature self-willed with a child like personality, which cancels the automaton and unchanging limits. An animated gem may be put in control of this sort of automaton by simply incorporating it in the materials used.

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Animate Gem.
Rank: 7.
Csp: -1200.
Mana: 15.
Range: touch.
Duration: 1 Week.
Area of Effect: one gem.
Description:

This spell gives a gem the as much of the casters will, motivations, and senses as the caster wishes. It may then use any magical powers the caster has given it by other means, i.e. it can be a self-willed magic item or control magic items to which it is attached. The duration is 2x per +1 mana. A duration of a year or more becomes permanent. One particular use of the animate gem is to give a creature built with animated earth, metal, or rock independence. Essentially this allows the caster to finesse the "reduced intellect(automata)" disadvantage. A gem used in this spell must have one karat plus one karat per doubling. Special failure modes are at referee inspiration.

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Animate Metal(F).
Rank: 7.
Csp: -1500.
Mana: 1 or more.
Range: touch.
Duration: 1 month.
Area of Effect: see below.
Description:

This spell is like animate rock except as follows. The creature in question gets 25 balanced design points and 10 unbalanced points per mana. The defense limits are raised to impact: 25, edge: 15, point: 15, fire: immunity, magic: 30. An animated metal creature may buy up to +6 or better magic weapons to hit. The DP cost for learning new metal creatures is 50, 15 to fine tune. This spell is sufficiently horrific that the referee should allow wide latitude in the powers possessed by an animated metal creatures. If the creature is made of arcane metals it may get powers appropriate to the metals beyond those above. In particular the creature may get spell like effects from areas friendly to various arcane metals, assuming the caster has them.

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Animate Rock(F).
Rank: 6.
Csp: -750.
Mana: 1 or more.
Range: touch.
Duration: 1 week.
Area of Effect: see below.
Description:

This spell is like animate earth except as follows. The creature in question gets 20 balanced design points and 5 unbalanced points per mana. The defense limits are raised to impact: 20, edge: 12, point: 12, fire: 30, magic: 25. An animated rock creature may buy up to +4 or better magic weapons to hit. The DP cost for learning new rock creatures is 30, 10 to fine tune. The creatures built with animate rock may take spell like effects from any elemental area their creator has.

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Control Earth Elemental(F).
Rank: 4.
Csp: -8.
Mana: 7 or more.
Range: targeting roll.
Duration: 1 hour.
Area of Effect: one earth elemental.
Description:

This spell causes an earth elemental to save vs magic or become subject to the casters will. The caster may double the duration of the control for +1 mana and may subtract five from the elementals magic save for +1 mana. Special failure modes cause the elemental to feel who throw the spell. Other than that, the spell will have no effect.

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Create Gem.
Rank: 5.
Csp: -lots.
Mana: 3 or more.
Range: touch.
Duration: permanent.
Area of Effect: see below.
Description:

This spell allows the caster to create gem stones. The type of gem stone may be chosen by the character by selecting methods and ingredients for the process. The caster must spend 3 DP plus 1 DP per karat weight of the gem mixing and preparing ingredients. This spell can be used to create novel types of gems. Each type of Gem must be learned as a separate "receipt". Each receipt after the first costs 5DPs to learn. Special failure modes cause the type or quality of gem to change. Such created gems are magical and can be undone if their magic is suppressed, destroyed, or drained.

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Crystal Missile.
Rank: 2.
Csp: -3.
Mana: 5 or more.
Range: targeting roll.
Duration: Instantaneous.
Area of Effect: one target.
Description:

This spell creates and propels a small, super-sharp spindle of crystal. It will do 3d6 of point damage as per a thrown missile and has +5 to hit (hitting as a +1 magic weapon). The caster may get +2 points of damage with +4 becoming +d6 for +1 mana and may get +1 missile for +2 mana with additional missiles firing d6+1 initiative pips later each. The missiles hit plus may be increased by +5 more for +1 mana. The caster may not spend more added mana than twice his rank with elemental earth magic. Special failure modes are reroll.

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Crystal Spray.
Rank: 3.
Csp: -6.
Mana: 7 or more.
Range: none.
Duration: instantaneous.
Area of Effect: 6" 30 deg cone to 4" 60 deg cone. .
Description:

This spell shoots crystal missiles in a spray in front of the caster doing damage of 2d6 point to all within the area of effect 2d3-2 times as if the people in the area of effect were hit with a thrown knife; roll hit location and for each hit roll a d10, rolling a critical if the roll ends is "0". The caster may lengthen the 30 degree cone 3" or the 60" cone 2" for +1 mana and may add +d3-1 hits for +5 mana but no more than one added die per three ranks with earth elemental magic. Special failure mode one makes the missiles blunt and hence causes them to do impact damage. Mode two causes the missile spray to form at the wrong point and include the caster. Mode three causes the misses to be tough so that the ricochet rather than shatter when hitting metal of stone; this changes the area of effect, heh, heh.

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Crystalline Elemental.
Rank: 4.
Csp: -1200.
Mana: 8.
Range: see below.
Duration: until triggered.
Area of Effect: see below.
Description:

This spell is cast with a Summon Earth Elemental spell, lengthening by 1200 the casting speed and increasing the mana cost by eight. When the elemental arrives it will be transformed to a gem- like crystal. Breaking the crystal will send the elemental back where it came from and piss it off something fierce (which may or may not matter). If a magic suppression or dispel magic succeeds in affecting such a crystal the elemental will be released. The caster may also specify a trigger condition, other than dispelling magic at the crystal, that will release the elemental. This spell acts to extend the duration of Summon Earth Elemental so that it's clock starts when the elemental is released from the crystal. Special failure mode one causes the crystal to release the elemental after 2d100 minutes instead of normally. Special failure mode two makes the elemental return to the elemental plain of earth when the crystal is triggered. Special failure mode three causes the elemental to appear normally.

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Crystallize.
Rank: 3.
Csp: -12.
Mana: 5 or more.
Range: targeting roll.
Duration: 10 minutes.
Area of Effect: 1" radius or path of equiv. area.
Description:

This spell causes earth to separate into a black oily fluid and sharp rock crystals. This requires one round to happen. Anyone in the area of effect once it has crystallized must save vs agility or fall if moving at faster than 1" and anyone in the area of effect will take d6 of edge damage, direct to hits, in the feet and d3 d6s of edge damage if they fall. This spell may be cast on bare rock, but then there is no black oily fluid and no agility saves. The area of effect is +1" radius per +1 mana, the duration is +10 minutes per +1 mana. Special failure mode one makes the oily fluid sticky negating the need for agility saves. Mode two makes the crystals smooth and round so that there is no damage. Mode three renders the effect permanent.

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Damage Manashield.
Rank: 1.
Csp: -5.
Mana: 1 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell transforms the recipient's mana into ablative armor against edge, point, and impact damage. This is visible as a pale brown aura in dim light. The number of points of protection is twice the recipient's mana. This protection is outside any other armor and each point of damage stopped removes a point of protection. This spell uses up the recipient's mana; unwilling recipients get a magic save to avoid the effect. The caster may add +3 points of protection for +1 mana. Special failure mode one causes there to be one point of shielding per mana. Special failure mode two uses up half the recipient's mana. Special failure mode three causes the spell to affect the caster.

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Detect Gems(F).
Rank: 2.
Csp: -60.
Mana: 3 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to smell gems; the smell will give clues as to the amount and worth of the gems. The mage may get +5 to his perception roll (to smell gems) or 2x duration for +1 mana. Special failure modes cause various sorts of inaccurate smells that cause wild goose chases.

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Detect Metal(F).
Rank: 1.
Csp: -60.
Mana: 1 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell is like detect gems but works on metal instead. It is useful both for locating veins of gold and sniffing out armored ambushers. The caster may tune the spell for any and all metal or for particular types that he has encountered before. Special failure modes as Detect Gems.

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Dig.
Rank: 3.
Csp: -120.
Mana: 4 or more.
Range: 9.
Duration: permanent.
Area of Effect: up to 1000 cubic meters.
Description:

This spell allows the caster to dig a hole in earth. He may choose to have the excavated material pile up at the edge of the hole or to have it slip off deeper into the earth. The hole takes 1 minute to excavate per 100 cu. meters. For +3 mana the spell can excavate stone. The caster gets 2x volume for +1 mana and may get 2x the excavation rate for +1 mana, to a minimum of 1 round to dig the entire hole. This spell does 3d6 per round of magic damage, even if the target is normally immune to magic damage, to earthen creatures for d6 rounds +1 round per added mana spend for any reason with +4 rounds becoming +d6 rounds. This spell definitely allows earth elementals a save to break control if not allowed to counter attack. Special failure mode one makes the hole unstable and likely to cave in. Mode two makes the hole a silly shape, like an Erlenmeyer flask or something. Mode three makes the hole fill back in right as soon as it's finished forming, it just reveres the spell.

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Dismiss Air Elemental.
Rank: 4.
Csp: -12.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one air elemental.
Description:

This spell permits to target a blast of essential earth on an air elemental. If the target takes extra damage from edge, point, or impact attacks then it takes that much damage from this attack and, if it is an air elemental, it will definitely feel pain enough to make it angry. The essential earth will surround the air elemental sufficiently to invoke, with some probability, the rule that states being surrounded by the counter element will dismiss an elemental. The elemental must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a non-air elemental then the target will see a momentary brown blur and will feel a passing sensation of weight (unless it takes extra damage from edge, point, or impact). For +2 mana this spell may be stacked onto an earth elemental spell that does impact damage and will affect anyone within the area of effect of that spell. Rank is the higher of the stacked spells and mana costs and casting times add. Special failure mode one causes the caster to take d3 d6's of edge, point, or impact damage (roll a d3). Special failure mode two teleports the elemental toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the elemental to the elemental plane if it blows its save.

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Earthern Blending**.
Rank: 2.
Csp: -12.
Mana: 5 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to assume the appearance and texture of any earthern substance he is touching and allows the caster to shape himself as he wishes subject to the physical properties of the earthern substance in question. This spell does not capture non-earthern qualities of a substance so touching a painted rock column would allow the caster to become rock-like in appearance but it would not paint him; likewise a caster that could touch molten lava without ill effect would not necessarily look like molten lava but rather lava at his own ambient temperature. The caster may get 2x duration for +1 mana. Special failure mode one causes some part of the caster, eyes, ears, equipment, etc. to be improperly concealed. Special failure mode two causes the caster to be slightly off in color, pattern, or texture so that others will notice him. Special failure mode three causes the caster to solidify and become rock for the duration of the spell.

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Earthpower(F).
Rank: 4.
Csp: -60.
Mana: 7 or more.
Range: none.
Duration: 1 hour.
Area of Effect: caster.
Description:

This spell gives the caster +2 strength for doing damage, lifting and throwing but no derived stats. It allows him to avoid damage done by metal, stone, or other earthen weapons and lets him take half damage from earth spells that do damage through earthen media with a stress save (at -5 per added use in the same round). If he makes a stress save the caster need not sleep or eat, said save must be remade daily. This spell only works while the caster is actually touching earth or stone. For +1 mana the caster may get +1 strength, +5 to his save to not eat or sleep, or 2x duration. For +10 mana the caster may throw this spell on another person as a rank five spell.

Special failure mode one makes the caster -2 on Asp, Msp, Bsp, Csp, and makes the caster look rock-like. Special failure mode two deprives the caster of the protection from weapons but, if he makes the save, the weapon sticks to him as if he grabbed it with his enhanced strength. Special failure mode three makes the caster turn into a statue for the duration of the spell. The caster is unaware of what's going on until he turns back and a shock save is appropriate.

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Embed.
Rank: 5.
Csp: -8.
Mana: 11 or more.
Range: see below.
Duration: 6 rounds.
Area of Effect: caster.
Description:

This spell enables the caster to push something he has a firm grip on into rock. When he lets go the object takes 2d100 points of impact damage, save to d100. For +3 mana the caster can cause the object not to take the damage so that it is merely in the rock (part way in or completely in, his choice). For +5 mana the caster can change the damage to edge damage (by changing the pattern of interaction of the wall with the object). The caster can do this to one object at which point the spell ends; if he doesn't grab an object by the end of the spell duration he looses the spell. The caster may add +3 rounds for +1 mana and add +1 attack for +2 mana. Special failure mode one causes the target to pop out of the rock and take half damage. Special failure mode two causes the caster to take one half the damage his victim does. Special failure mode three causes the casters feet (etc.) to become stuck in the floor if it is rock. For anyone stuck in rock as a result of this spell treat the rock as an entanglement attack with a generic defense equal that of the rock and d6 hitpoints per 2% of body embedded.

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Enhanced Density**.
Rank: 4.
Csp: -12.
Mana: 9 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one earth elemental.
Description:

This spell gives the recipient one level of greater density as described in the section on body type modifiers. The caster may throw the spell two ways; either the creatures size remains constant or for +3 mana the creature also gets a level of decreased size and it's mass remains constant. The caster may add +1 level of extra density per +4 mana or may double the duration for +2 mana. Special failure mode one causes the recipient to loose -1 Asp, Msp, Bsp, and Csp per level of greater density. Special failure mode two divides the duration by d100. Special failure mode three causes the recipient to freeze into a (denser) statue for the duration of the spell remembering nothing of the time they are statued up.

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Gem Mana**.
Rank: 2.
Csp: -60.
Mana: 5 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one gem.
Description:

This spell allows the caster to transform a gem into additional mana, using up the gem. The caster gets d6 mana per karat weight of the gem for unflawed precious gems. The caster may deduct the cost of this spell from the mana he gets and the gem, if magic, gets a save against the effect of this spell of 50+3xmana involved in the gem -5 per mana the caster spends trying to digest the gem. Special failure mode one causes the caster to get no net mana from the spell (it pays for itself). Special failure mode two disintegrates gems within 3d10" which could release a whole lot of "free mana" conceivably raising recharge rates or causing other odd effects. Special failure mode three causes the gem to drain mana out of magic items and people nearby and grow as a result. Charges and recharging but not permanent items are affected by this. Such absorption may recharge the gem (if it is magical) enlarge the gem, or transform the gem.

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Harden Self**.
Rank: 3.
Csp: -24.
Mana: 7 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell causes the casters integument to become stronger and more ductile. The practical effect is to gain +6 impact, +4 edge, +4 point, and +8 fire armor. For each +3 mana the caster may add +3, +2, +2, and +4 to those totals to a maximum of +15, +10, +10, and +20. The caster may also double duration for +1 mana. If somehow this spell comes to affect a non-earth elemental they will loose one off the speed for each +4 points of armor the spell grants. Special failure mode one causes the caster's protection to be spotty. Roll three hit locations that are not covered. Special failure mode two causes the protection to impair one of the caster's senses (select randomly) and special failure mode three causes the caster to be unable to recharge mana normally during the spells duration.

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Heal Earth Elemental(F).
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: touch.
Duration: 1 day.
Area of Effect: one earth elemental.
Description:

This spell accelerates the healing rate of hitpoints by a factor of 10. For +1 mana the caster may increase this multiplier by +5 or add +1 day to the duration. Special failure mode one causes the elemental healing to feel terrifically hungry and healing will not take place unless they have access to food. Mode two causes the spell to exchange health for hitpoints at a ten for one rate until all hitpoints are healed (at normal healing rates). Mode three is like mode two except that the exchange takes place instantly, possibly resulting in death.

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Hold Air Elemental.
Rank: 2.
Csp: -3.
Mana: 5 or more.
Range: targeting roll.
Duration: see below.
Area of Effect: one air elemental.
Description:

This spell permits the caster to focus their power of earth on an air elemental so as to paralyze it. If the caster hits the elemental then the elemental and the caster make competative stress saves each round until the elemental wins one at which point the spell ends. The caster may also end the spell by ceasing to concentrate. For +1 mana the caster gets +10 to his stress save against the elemental. While using this spell the caster is normally concentrating on it and gets the combat penalties for concentration. For +3 mana the caster can use their full elusiveness - additional spell casting is not possible while holding an elemental in this fashion. Special failure mode one causes the caster to also be paralyzed while holding the elemental. Special failure mode two causes the elemntal to merely lose 30 off of its elusiveness. Special failure mode three reverses the effects of the spell. This spell fails if cast on a non-air elemental.

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Hurl Rock(F).
Rank: 4.
Csp: -8.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell causes a nearby (less than three meters) boulder to leap at someone. The boulder may roll a hit on each target, using the casters missile bonus at +3 per 50 kg of rock, in its rough line of flight and does 7d6 of impact damage, +d6 per +1 mana. A crystallize spell cast first on the boulder used will let it do (2d6 less of) of edge damage as will a crystalline or edged boulder. The maximum size of a rock movable with this spell is 50kg per mana spent on damage (including the first seven). For each +1 mana he may cause another boulder to leap away a delay of six pips. Special failure modes are rerolled.

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Magnetize.
Rank: 6.
Csp: -12.
Mana: 13.
Range: targeting roll.
Duration: 1 day.
Area of Effect: 10 k.g. piece of ferromagnetic metal
Description:

This spell gives metal a strong magnetic field that causes the treated metal (iron, nickle) to exert a pull on other ferromagnetic metal with a strength of 10, +1 per +1 mana. Duration and maximum mass can be doubled for +1 mana. Special failure mode one makes the effect repulsion instead of attraction. Mode two causes the attraction to affect some other random substance, not iron. Mode three makes the attraction change irregularly from attraction to repulsion.

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Pass Stone**.
Rank: 4.
Csp: -20.
Mana: 4 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: caster.
Description:

This spell allows the caster to walk through stone at normal movement rate; it gives phasing movement. The duration is +6 rounds per +1 mana and the caster may take 2x as many people through the rock with him for +1 mana as long as they form a flesh-to-flesh chain of contact. The caster may, optionally, use this spell to shove people/things he has a firm hold on (combat grab) into rock and leave them partially or completely embedded. The victim takes 2d100 points of damage if released in rock, shock save to d100. Special failure mode one forces the caster to expend one stamina per 1" or rock he passes through. Special failure mode two divides the duration by 2d3. Special failure mode three causes the spell to fail if the caster becomes completely immersed in rock (2d100 damage....).

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Phase Portal.
Rank: 5.
Csp: -120.
Mana: 11 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: 1000 cubic meters of rock or earth.
Description:

This spell modifies rock or earth so that living creatures (and things close to their bodies) can pass through the rock. The shape of the modified rock is established by the mage who walks through the rock to establish the phase portal. When the portal ends those still inside take d100 points of damage and are imprisoned in the rock. There is no air in the phased rock so creatures that breathe must hold their breath. The caster may add +1000 cubic meters of rock to the phase portal or double the duration for +1 mana. Durations in excess of a full year are considered to be permanent instead (well, until dispelled). The rock is normally opaque. The caster may make the rock look like thin fog from the inside for +1 mana. Special failure mode one causes the duration to be divided by d100. Special failure mode two causes the phase portal to have an internal current that modes people d6"/round in one direction. Special failure mode three makes the rock viscous so that movement is divided by 6 in the portal.

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Power Crystal.
Rank: 4.
Csp: -24.
Mana: 9 or more.
Range: touch.
Duration: 3 rounds.
Area of Effect: one gem or natural crystal.
Description:

This spell allows the caster to dump mana into a crystal. If it his something forcefully or in any case at the end to the spell duration the crystal will detonate doing d6 point and d6 magic damage per 3 mana in the spell in a 2" per mana in the spell radius. The caster may increase duration of the spell by +3 rounds per +1 mana and such mana counts toward increased damage. Special failure mode one causes immediate detonation. Special failure mode two causes the crystal to detonate only at the end of the spell duration and not on impact. Mode three causes the crystal to release it's mana slowly to that the crystal melts instead of detonating and the effect only does magic damage.

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Protection from Control(F).
Rank: 3.
Csp: -12.
Mana: 7 or more.
Range: none.
Duration: 1 hour.
Area of Effect: caster.
Description:

This spell gives the caster +30 to magic or stress saves used to overcome Control Earth Elemental or Protection from Earth Elemental spells. It also allows a magic save to avoid the effects of a Summon Earth Elemental spell that involves specific knowledge of the elemental in question. This has the rather humorous effect that, if such a save is made, the caster of the Summon Earth Elemental spell undergoes spell failure. The cater may get +5 to all the saves involved or +3 hours duration for +1 mana. For +3 mana he may throw this spell on another earth elemental. Special failure mode one is a fizzle. Mode two deducts 10 from all the saves in question instead of adding to them. Mode three deducts 5d10 from the saves.

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Protection from Earth Elementals.
Rank: 3.
Csp: -45.
Mana: 7 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: 2" radius.
Description:

This spell causes a barrier that doesn't permit the entry of earth elementals or enchanted earthen materials (such as earthen bolts that were summoned, rather than using natural sources, or animated stone). An earth elemental, or animated stone monster, may save vs magic to cross the barrier. The mage may add -5 to such saves for +1 mana. For +2 mana the sphere of protection will move with the mage, it breaks if he crosses it. For +1 mana the caster may add +1" radius or 2x duration. The caster may choose a smaller radius if they wish. Special failure modes cause the spell to simply fail, save mode three, which causes it to fail when it is first challenged.

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Protection/Material Life.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: 2" radius.
Description:

This spell creates a barrier that prevents the entry of material life and exclude enchanted objects that used to be material life (e.g. magic arrows with wood shafts). The barrier centers on the caster and is immobile. If the caster crosses the barrier the spell ends. Material life forms that wish to cross the barrier must save versus magic to do so at -5 per added mana spent on keeping them out. For +2 mana the spell may be made to follow the caster. For +1 mana the caster may add +1" radius or double duration. Special failure mode one gives material life forms +30 to cross the barrier. Special failure mode two makes the spell have a radius of about 10 cm; if the spell doesn't move with the caster he needs to hold pretty still: any added mana spent on radius ends up being spent on duration instead. Special failure mode three makes the barrier a wall with the same length as the barrier's circumference that is in front of the caster or stays in front of him if he pays for mobility. If the barrier moves across a life form it gets through free.

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Refine.
Rank: 4.
Csp: -60.
Mana: 3 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: 10 k.g. of earthern material.
Description:

This spell is cast on earthern materials and causes them to separate into their component materials. The mage can tune this separation as he wishes: the spell could make beryls pop free from a rock matrix or it could separate the aluminum out of the beryl, for example. It takes about one minute per kilogram for this spell to work. The make may add +20 kilograms (and with it 20 minutes duration) for +1 mana and may halve the refining time for +2 mana. The caster must know of the existence of a fraction and have seen it in order to tune the spell to bring it out. Special failure mode one causes the material to separate into elemental components (whatever those are in the physics of your world); this is one way mages can learn about new fractions. Special failure mode two causes the materials to completely mix with whatever effects the referee thinks are appropriate: this could cause very tough rock to form when the micro-cracks are smoothed out. Special failure mode three causes the material to burn (a small fire doing 6-8d6/round to those who touch it) and the materials come out as oxides (or whatever).

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Restructure.
Rank: 4.
Csp: -8.
Mana: 9 or more.
Range: touch.
Duration: permanent.
Area of Effect: up to 1000 cu meters of earthern material.
Description:

This spell causes 1000 cubic meters of earthern material (+1000 per +1 mana) to rearrange themselves to the caster's whim. This spell can open new gates in a stone wall, open out new caves in a hillside, or whatever the caster wants. When the spell ends the earthern materials must be in a stable configuration or they will collapse. This spell can compact earthern materials to the densest natural form they have enhancing the materials natural defenses; look at the materials structure chart to estimate the best you can do. This spell can certainly be used to cause cave-ins. It takes roughly an hour per 2000 cu meters of material moved with the time multiplied by 2/3 for each +1 mana spent on speed. Special failure mode one causes the materials to lack structural strength after the rearrangement. Special failure mode two causes the materials to rearrange themselves into an incorrect shape. Special failure mode three combines one and two.

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Sand Swimmer(F).
Rank: 4.
Csp: -24.
Mana: 6 or more.
Range: none.
Duration: 30 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to swim at 1/2 his base walking movement through sand or dust without needing to breathe. It confers no particular ability to see through sand, etc. The spell stone see will do this. For +3 mana the caster may swim at 1/4 his normal movement through earth. The caster may add +1" of movement (through sand, +1/2" for earth) or +30 minutes duration for +1 mana. This spell does not permit the caster to swim trough stone and the caster need not breathe only while in earth or sand; casting this spell under water, say, won't help unless to burrow into the bottom mud. Special failure modes are at referee inspiration.

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Sink.
Rank: 8.
Csp: -6.
Mana: 17.
Range: targeting roll.
Duration: see below.
Area of Effect: one person or creature.
Description:

This spell causes the target to sink into the earth. The caster includes a password in the spell. The person imprisoned will arise from the earth without any memory of time passing if this spell is cast again near the spot where they were sunk or the password is spoken near that spot, otherwise they are trapped, in a state of suspension, deep beneath the earth. Digging them out, if feasible, will release them but do them d100 points of generic damage without defense when they are disinterred. Special failure modes are at referee option.

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Stone See(F).
Rank: 5.
Csp: -60.
Mana: 9.
Range: none.
Duration: 6 rounds.
Area of Effect: caster.
Description:

This spell allows the caster to see 3" into stone and to see objects on the other side of stone to a distance of 3". The caster is also given the ability to discern objects regardless of light level, though low density objects like people will appear translucent (and fog would be invisible). For +1 mana the caster may get +6 rounds duration or +1" depth. Special failure mode renders the caster able to see only inside stone, not in air, for the duration of the spell. Special failure mode two makes the spell blind the caster from the duration. Special failure mode three is like mode one save that the spells duration is increased by 3d10 rounds.

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Stone Shape.
Rank: 2.
Csp: -24.
Mana: 3.
Range: touch.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to mold stone with his hands as if it were stiff clay. This spell may or may not affect enchanted stone depending on spur-of-the-moment referee rationalization. For +3 mana the caster may mold stone at range with appropriate gestures though he must still use his own strength. The caster may add +2 strength useful only for molding stone for +1 mana. Special failure modes cause the caster's stone molding to by clumsy or to modify the stone in odd ways.

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Subterrain.
Rank: 3.
Csp: -3000.
Mana: 5 or more.
Range: none.
Duration: 1 day or less.
Area of Effect: 100" radius.
Description:

This spell requires the mage to touch the earth and meditate. As he meditates he will become aware of the content and topology of the subterranean zones within the area of effect. The mage may focus on particular features as well as gain general impressions. The radius is +100" per +1 mana. This spell will not allow the mage to see non- earthen features within underground hollows and tends to be blurry near worked stone. Special failure modes will cause either inaccurate perception or gaps in perception.

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Summon Earth.
Rank: 4.
Csp: -600.
Mana: 7 or more.
Range: short.
Duration: permanent.
Area of Effect: see below.
Description:

This spell summons up 1000 cubic meters of earth or 100 cubic meters of stone in a rough pile. The stuff appears with a delay of 2d6 rounds, a trickle at first and then a torrent coming up from the earth like a bubbling spring. The type of stone or earth summoned is up to the caster, though it may not be, for instance, a pile of gems. For +3 mana this spell can be made to work while suspended in water or on a cloud island or the like. For +5 mana this spell will work on the spirit plane. Other planes may require still greater amounts of mana.

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Summon Earth Elemental.
Rank: 5.
Csp: -600.
Mana: 1 or more.
Range: hard to tell.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell permits the caster to summon an earth elemental from who knows where (thus the range). It will appear close by. The elemental will have little or no warning and may be quite grouchy. The caster has no control (See : Control Earth Elemental) initially. At the end of the spell's duration the elemental may vanish or may elect to stay on earth, no matter what kind of control the caster has on it (the caster can order it to leave before the spell is up, assuming he has controlled the elemental). The elemental has up to 20 design/experience points per mana spent. If the caster knows an elemental he may summon it in particular, otherwise he will get a random elemental of about the point value he tried for. Very small (<100 point) elementals are rare. The referee should prepare a list of elementals for the elementalist that represents those he is aware of as a result of his training. The caster may double the duration of the elemental's stay for +1 mana. Special failure modes are at referee inspiration and should concern the elementals posture, position, and mental state when arriving.

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Transport via Rock**.
Rank: 5.
Csp: -8.
Mana: 5 or more.
Range: see below.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell allows the caster to meld with a given type of rock and come out of it again somewhere else. The caster must know where he is going or he will come out of the rock at a random location. In addition the rock must be continuous from beginning to end of the trip and of roughly the same type. The caster may take along extra stuff equal to his own weight for each +1 mana. Special failure mode one rolls on the teleport failure table, Mode two does the same but at +30. Special failure mode three causes the caster to open up a transportal so that anyone may move through the rock as he did. The transportal is bidirectional and latest d100 to the d100th power rounds.

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Wall of Crystal.
Rank: 6.
Csp: -60.
Mana: 13 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: 10" square wall 2 cm thick.
Description:

This spell summons up a wall of made of super-hard, utterly transparent crystal that is completely non-stick until it takes hitpoints. It may be made +10" square or + 1 cm thicker for +1 mana and the duration may be increased by 2x for +1 mana. The wall must be summoned up out of the earth and must be touching it sufficiently for support. Other than that the shape is left to the casters whim. The wall has a generic defense of 30 and a breaching threshold of 300 hitpoints, +100 per +1 cm thickness. Special failure modes as per wall of earth.

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Wall of Earth.
Rank: 4.
Csp: -20.
Mana: 7 or more.
Range: none.
Duration: permanent.
Area of Effect: see below.
Description:

This spell causes earth to rise up and form an earthen embankment. It is 1" thick, 2" high, and 10" long, +1" thicker, +1" higher, or +10" longer for +1 mana each. The wall will tend to collapse if it is not at least half as thick as it is high. The caster may shape the wall as he wishes. The wall has a generic defense of 6 and a breaching threshold of 40 hitpoints plus 12 hitpoints per +1" thickness. A crystallize spell will raise the generic defense to 10 in the parts of the wall where it has an effect, as well as making the embankment difficult and dangerous to scale. Special failure mode one reduces the height of the embankment by half. Mode two causes the wall to wander back and forth somewhat. Mode three causes the wall to have occasional gaps or holes.

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Wall of Iron.
Rank: 6.
Csp: -40.
Mana: 13 or more.
Range: none. .
Duration: 6 rounds.
Area of Effect: 10" square wall 3 cm thick.
Description:

This spell summons up a wall of iron. It may be made +10" square or +3cm thicker for +1 mana and the duration may be increased by 2x for +1 mana. The wall must be summoned up out of the earth and must be touching it sufficiently for support. Other than that the shape is left to the casters whim. The wall has a generic defense of 20 and a breaching threshold of 200 hitpoints. +50 per +3cm thickness. Special failure modes as per wall of earth.

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Wall of Stone.
Rank: 5.
Csp: -30.
Mana: 11 or more.
Range: none.
Duration: permanent.
Area of Effect: see below.
Description:

The wall summoned by this spell is a base 10 cm thick and has an area of 20" square. Its generic defense is 15 and it has 100 hit points, plus 25 per +10 cm thickness. The caster may get +10 cm thickness of +20" feet of area for +1 mana. Special failure modes as per wall of earth.

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Work Crystal.
Rank: 4.
Csp: -120.
Mana: 9 or more.
Range: touch.
Duration: 1 hour; see below.
Area of Effect: 5 k.g. of crystalline material.
Description:

This spell makes it possible to work crystal as if it were metal. The caster may choose to give the crystal the consistency of gold, lead, copper, tin, iron, steel, silver, or any other metal or metal alloy that he is familiar with. During the duration the crystal may be worked with the appropriate metal smith's skills. At the end of the duration the crystal returns to crystalline state but retains it's shape. In addition if it was forged into armor, arms, tools, or other such the crystal can be enormously strengthened; to the strength of steel. This requires that the smith have both weapon-making skill and extensive experience with or knowledge of forging crystal. A smith who is also an elemental earth mage is considered to have such knowledge. Special failure modes are at referee whim.