Earth Element Spells
Repair, Minor
Power Rank: 3
Range: Touch
Duration: 1 hour per success
Area of Effect: 1 object
Casting Time: 2
Defense: None
By means of this spell a caster can repair 1 point of damage per 3 successes to any non-living object that he or she touches.
Repair, Major
Fatigue: 12
Range: Touch
Duration: Permanent
Area of Effect: 1 object
Casting Time: 4
Defense: None
By means of this spell a caster can repair 1 point of damage per 2 successes to any non-living object that he or she touches.
Chains of Constriction
Power Rank:1
Range: 30'
Duration: 1 turn per Success
Area of Effect: 1 Target
Casting Time: 2
Defense: Magical
By means of this spell the caster causes a single target to suddenly be wrapped in heavy chains. The target takes 4 points of crushing damage every turn for the duration of the spell. Each phase the target may attempt to escape the chains with a successful Magical Defense check.
Bristling Death
Power Rank:9
Range: Touch
Duration: See Below
Area of Effect: 1 Creature
Casting Time: 4
Defense: Magical
With Bristling Death the caster cause those that he touches to begin to erupt with bristling quills from within inside causing the victims severe damage. Those that fail their magical defense find themselves incapacitated for 1 turn and taking 6 points of damage on every phase for the full turn
Wounding
Power Rank: 6
Range: Touch
Duration: 1 Turn
Area of Effect: 1 Creature
Casting Time: 4
Defense: See Below
By means of this spell a caster may touch another creature, causing the targeted creature to make a Magical Defense, those that fail take the caster's wounds while the caster heals his own wounds. The caster may transfer 3 points of damage per success to the target while healing 3 points of damage. The target gets a Magical Defense, simply making the defense check negates this spell.
Hidden Blade
Power Rank:3
Range: Touch
Duration: Special
Area of Effect: Self
Casting Time: 3
Defense: Magical
Through the use of this spell a character is able to take any bladed weapon that they touch and cause it to meld into the hand of the caster. The caster must be able to wield the weapon for the spell to function. The bladed weapon completely melds into the caster's hand and arm and is completely undetectable under non-magical examination, the weapon does exude a magical aura visible to those that are able to see it. A caster may only ever hide one bladed weapon per hand. The caster can release the hidden weapon into their hand at a 1 AP cost. A caster may attack with this weapon at its normal AP cost. The first attack is treated as a Sneak Attack.
Grip of Stone
Power Rank:3
Range: 1' per 10 Spellcraft score
Duration: Instant
Area of Effect: 1 Creature
Casting Time: 3
Defense: Magical
Through the use of this spell a caster can create a hand of granite to erupt from the ground to attempt to grab any single creature that the caster indicates within the range of the spell. The hand can grab up to a single medium creature, the caster may increase the size they may attempt to grab and hold by spending an additional 10 Fatigue per size category above medium, thus a huge creature requires the expenditure 20 fatigue. Once the hand has been created the caster must make an unadjusted Touch Attack with it in order to grasp the target. If the target is grasped it will take 5 times the casters Intelligence modifier in damage per 5 phases. Each turn the grasped creature may attempt to break from the grasp by making a new Magical Defense each phase.
Ten Thousand Needles of Prax Dyn
Power Rank:9
Range: 1' per Spellcraft point
Duration: Instant
Area of Effect: 10' diameter
Casting Time: 4
Defense: Magical
By means of this spell a caster is able to flick a single threading needle towards a specific direction. Upon doing so the needle magical replicates by 100 doing a base of 9 points of damage per success. For every 10 additional fatigue points spent above the base of 15 the caster may increase the total number of needles by 30 and the base damage by 1. These needles do not ignore armor. Those that are hit with the needles suffer one of the following conditions as determined by you:
* They are Dazed for 1 Turn
* They are Stunned for 6 Phases.
* They are Blinded for 4 Phases.
* They are Staggered for 2 Phases.
Hells Upheaval
Power Rank:12
Range: 1' per Spellcraft point
Duration: 1 Phase per 5 Successes
Area of Effect: 10' diameter per 5 Successes
Casting Time: 4
Defense: None
Through the use of this spell you are able to transform the earth beneath a specified area of effect into a deep pool of boiling lava. The depth of the pool is equal to 2' per 20 points of Spellcraft. The pool of lava does 100 points of damage per phase to all creatures that are within in the pool. Those that are in the area at the time this spell is cast are allowed an Agility check to dive out of the area at a base TS of 2. This TS is increased by 1 per every 5' a creature is from the edge of the pool. Those that succeed jump to safety.
Wall of Bone
Power Rank:1
Range: 1' per Spellcraft point
Duration: 1 Turn per 3 Successes
Area of Effect: Special
Casting Time: 3
Defense: None
Wall of bone allows you to call forth the bones of the dead to erupt from the ground forming a heavy, thick wall of bone. The wall is very solid but has many small openings that only medium or smaller creatures can attempt to slip through. The wall is equal to 5' high x 5' wide x 2' thick per success in the casting. Those that attempt to slip through the mass of bones must make an Agility check at a TS of 6 those that fail take the one-half the caster's rank in damage with a base of 1 point of damage. Only those in no armor may attempt to slip through the wall.
Blade of Energy
Power Rank:6
Range: Touch
Duration: 5 Phases per Successes
Area of Effect: 1 Creature
Casting Time: 5
Defense: None
By means of this spell the caster is able to cause a sword of some sort of energy (Earth, Water, Air, Fire, Spirit, Essence). This sword appears in the hand of the creature that you touched. This energy blade is the size of a medium weapon but has no weight and thus has no Action Point cost for its use (you still have your Size AP requirements). You determine what type of energy the blade becomes when you cast the spell. With Earth energy the blade becomes a solid piece of iron that deals 7 points of base damage but also causes the victim hit to make a Willpower check at a TS of 4 those that fail are slowed causing them to suffer +3 Action Point cost to all actions for 1 turn. With Water energy the blade is made up entirely of water that does 4 points of base damage and 15 points of acidic damage that is not stopped by armor (natural or otherwise). With Air energy the blade is made from crackling electricity that does 6 points of base damage and can strike at creatures that are ethereal or astral. With Fire energy the blade is made up from solid fire that deals 6 points of base damage and deals 25 points of Fatigue damage per 5 phases to all creatures other than the user within the users strike range. With Spirit energy the blade is essentially invisible except for a faint, blue outline of the sword. The sword does a base of 6 points of damage, but causes those that defend against the weapon to suffer a -30 to their Physical Defense. With Essence energy the blade is made up of red and black crackling energy that does a base of 7 points of damage to all undead creatures as magical damage, but does no damage to living creatures.