| Rock Blast | Mp Cost: 4 (6) |
| Difficulty: 12 (13) | |
| Requirements: Earth Arcana (Novice) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Constitution (Stamina) vs Spellpower | |
| A blast of small rocks burst from your hand or arcane device at a visible enemy within 20 yards. They inflict 1d6 + Willpower penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Rock blast only inflicts 1d6 penetrating damage and the target remains standing. | |
Category: Earth Arcana
Earth Arcanists speak to the body of the world, to the rumble of stone and rhythm of the ground, they may shoot pieces of rock, open maws to swallow people whole, or travel through the earth at will once they know how. They can also control some of the matter that once was earth in living bodies, to reinforce or heal, if the current owner wishes to do so.
Stone Cloak
| Stone Cloak | Mp Cost: 3 (4) |
| Difficulty: 10 (13) | |
| Requirements: Earth Arcana (Novice) | |
| Spell Type: Defense | Cast: 1 minute |
| Test: None | |
| Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpower ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself. | |
Endurance
| Endurance | Mp Cost: 4+ (6+) |
| Difficulty: 11 (13) | |
| Requirements: Earth Arcana (Novice) | |
| Spell Type: Defense | Cast: Major Action |
| Test: None | |
| The target gains additional temporal Hit Points equal to twice your willpower for 10 minutes. You may spend one (two if the spell was improvised) additional mana to extend the duration for 10 minutes, to maximum of 30 minutes. | |
Earth Speed
| Earth Speed | Mp Cost: 6 (9) |
| Difficulty: 13 (15) | |
| Requirements: Earth Arcana (Journeyman) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You let the earth swallow and transport you, re-emerging anywhere within 30 yards that you can see. You must be standing on dirt when you cast the spell and you must emerge from the dirt as well. | |
Earth Sculpting
| Earth Sculpting | Mp Cost: 7 (11) |
| Difficulty: 15 (18) | |
| Requirements: Earth Arcana (Master) | |
| Spell Type: Utility | Cast: 1 round |
| Test: None | |
| You sculpt up to 2 cubic meters of earth and/or stone to a simple shape fitting your needs. Decorative details, moving parts or other function might be added if relevant Dexterity(Craft) roll is successful. | |
Earth Wall
| Earth Wall | Mp Cost: 9+ (13+) |
| Difficulty: 14 (16) | |
| Requirements: Earth Arcana (Master) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Dexterity (Acrobatics) vs Spellpower | |
| You thrust a wall of earth and stone from an earthen or rocky surface, up to eight cubic meters in volume. The wall is solid and permanent, and any subjects caught in the area while the wall is being summoned must make a Dexterity(acrobatics) test vs your Spellpower or be knocked prone. You may spend extra MP to pull the wall with incredible force, dealing 1d6+Willpower damage to any subject caught by the wall for each 4 MP you spent at the moment of casting. Those who succeeded the Dexterity (Acrobatics) test only take half damage from the impact. | |
Earthquake
| Earthquake | Mp Cost: 11+ (16+) |
| Difficulty: 17 (20) | |
| Requirements: Earth Arcana (Master) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Dexterity (Acrobatics) vs SPellpower | |
| The ground bucks and rolls in an area with a 6-yard radius anywhere you choose within 30 yards. Anyone caught in the area suffers a –2 penalty to Defense and a –5 penalty to Speed for one round. They must also succeed on a Dexterity(Acrobatics) test vs. your Spellpower or fall prone. This spell normally lasts for one round but for 5 MP (7 if improvised), paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round. | |
Stone Forge
| Stone Forge | Mp Cost: 7 (11) |
| Difficulty: 16 (20) | |
| Requirements: Earth Arcana (Master) | |
| Spell Type: Utility | Cast: 1 round |
| Test: None | |
| You can extract and shape up to ten kilograms of refined metal from the surrounding stone or earth, forging a metal object in seconds. An appropiate Dexterity (craft) roll may allow you to add decorative detail or moving parts to the metal shape. The object made is empowered for 10 minutes after being fabricated after which it becomes a mundane metal object. If you forge a weapon, it adds your willpower to al damage rolls made with it while empowered If you forge armor, it gains bonus armor equal to your willpower while empowered (This armor still causes strain as normal) |
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Shatter
| Shatter | Mp Cost: 7 (11) |
| Difficulty: 12 (13) | |
| Requirements: Earth Arcana (Journeyman), Force Arcana (Journeyman) | |
| Spell Type: Attack | Cast: Major action |
| Test: None | |
| Your touch damages metal objects, partly returning their minerals to the natural state. you may destroy up to 100kg of material. If you attempt to destroy an object an opponent is holding, you must land a succesful attack in order to touch it. | |
Healing Touch
| Healing Touch | Mp Cost: 2+ (4+) |
| Difficulty: 10 (13) | |
| Requirements: Earth Arcana (Novice), Water Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 6 MPs when you cast the spell. For each 2 MP spent, the target gets back 1d6 Health. You can cast this on yourself. | |
Healing Aura
| Healing Aura | Mp Cost: 3+ (5+) |
| Difficulty: 15 (19) | |
| Requirements: Earth Arcana (Novice), Water Arcana (Journeyman) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of whom must be within 10 yards of you. All targets regain 1d6 Health per round. You may extend the duration of Healing Aura for 3 MP per round, to a maximum of 2 additional. You can designate yourself as one of the targets. | |
Restoration
| Restoration | Mp Cost: 15 (20) |
| Difficulty: 17 (21) | |
| Requirements: Earth Arcana (Master), Water Arcana (Master) | |
| Spell Type: Enhancement | Cast: 1 minute |
| Test: None | |
| You can restore a gravely injured character to health, though this spell takes 1 minute to cast and is thus most useful outside of combat encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to your Willpower × 10. | |