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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are recent additions to the grimoire of the Earth Magi. Some
of these spells are novel or known only by a few adepts. Spells that do not
require END to maintain have their endurance cost in parentheses.
Brittle Earth
With this spell, the wizard summons elemental forces that cause stone to
become soft or brittle. Glass and crystals become soft and pliant, while
objects made of rock or baked clay will crumble like dirt. Stone surfaces
affected by this spell are quite hazardous to scale, requiring extraordinary
feats of climbing. This spell can be used to create a rock slide on a mountain
face by weakening a carefully selected point. The Brittle spell has no effect
on metals or metal-rich ores, although it could be used to make mining easier
by loosening the surrounding rock.
Because of primal nature of this spell, any +1 power advantage can be
applied while casting. The price of this flexibility, however, is greater
difficulty learning the spell and a longer time needed to cast it.
Power: 2d6 Minor Transformation (Weaken Stone)
Modifiers: Variable Advantage (+2); 1/2 OCV Concentrate (-1/4),
Gestures (-1/4), Requires Magic Skill Roll (-1/2), OAF - gemstone (-1), Caster
Must Have Connection to the Earth (-1/4), Caster must have at least 30 points
in spells from Earth College (-3/4), Extra Time - 1 Minute (-1-1/2). Active
Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Minute.
Real Cost: 11.
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Cavern Close
To cast this spell, the wizard need to be able to touch all sides of a
cavern mouth or other natural stone opening. Upon completing the invocation, a
coruscating blue light leaves the hand of the caster and settles about the
sides of the opening. As the wizard slowly brings his palms together, the
faintly glowing tunnel mouth will then pucker closed with a grating and
grinding noise, leaving only a grapefruit-sized opening in the center. Placing
a sufficiently large object in the opening will ensure that the hole is
completely sealed.
Power: 5d6 Entangle
Modifiers: Area Effect (1 hex) (+1/2); 1/2 OCV Concentrate (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
gemstone (-1), Caster Must Have Connection to the Earth (-1/4), Caster must
have at least 20 points in spells from Earth College (-1/2), Extra Time - Full
Phase (-1/2), Only on a 1-hex or smaller natural stone tunnel (-1). Active
Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 Phase.
Real Cost: 9.
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Create Crevasse
When this spell is cast, the Wizard speaks a word of ancient power, points
at a location on the ground within range, and causes the Earth to split open
into a crevasse. Victims caught within the spell area fall into the hole and
become jammed where the crack narrows. Anybody caught in the crevasse can
attempt to climb out again, if they survive the fall. The crevasse is wedge-
shaped, with a depth determined by the tunneling rate through the material.
Small targets will fall further into the 1" wide crevasse than larger victims.
(See the HERO System Rulesbook for details on material DEF ratings and the
effects of falling. A hex of packed earth has a DEF rating of 4.) Over time
the crevasse will fall in upon itself, or become filled with water or
debris.
Power: 2" Tunneling through 7 DEF
Modifiers: Ranged (+1/2); Only wedge downward from surface (-1), Causes
Falling Damage (0).
Active Cost = 70 points.
Power: 1d6 Entangle (Wedge)
Modifiers: Both take damage (+1/4); Linked to Transform (-1/2), brittle
(1 BODY) (-1/2), Independent (-2), Only by falling into crevasse (-1/2).
Active Cost = 22 points.
Combined: Area (Line) (+1); Gestures (-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - gemstone (-1), Caster Must Have
Connection to the Earth (-1/4), Caster must have at least 20 points in spells
from Earth College (-1/2), Only works on natural surfaces (-1/4).
END Cost: 9; Magic Roll: -9; Casting Time: 1/2 Phase.
Real Cost: 14.
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Earth Elemental Form
With his deep and intimate knowledge of both earth and stone, the
Elementalist is able to acquire some of the fundamental properties of both.
Upon casting this spell, the body of the mage grows heavier and more solid,
and his flesh grows as hard as rock. With his enhanced strength and hardened
fists, he is able to deliver a crushing blow.
Power: Density Increase (1,600kg, +20 STR, -4 KB, +4 DEF)
Active Cost = 20 points.
Power: +8 DEF Armor
Modifiers: Costs END to use (-1/2), Linked to Density Increase (-1/2).
Active Cost = 12 points.
Power: 25% Resistant Energy Damage Reduction
Modifiers: Costs END to use (-1/2), Linked to Density Increase (-1/2).
Active Cost = 15 points.
Power: 25% Resistant Physical Damage Reduction
Modifiers: Costs END to use (-1/2), Linked to Density Increase (-1/2).
Active Cost = 15 points.
Power: +2d6 HA (Stone Fists)
Modifiers: Linked to Density Increase (-1/2). Active Cost = 6
points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - gemstone (-1), Caster Must Have Connection to the Earth
(-1/4), Caster must have at least 30 points in spells from Earth College
(-3/4), Extra Time - Full Phase (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 14.
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Enlarge Rock
With this spell, the Wizard is able to greatly increase the size of a
single chunk of rock weighing 100 kg or less. The dimensions of the rock
increase four fold, and the total mass increases by a factor of sixteen. This
is sufficient to fill a single hex.
Power: Growth (30 points)
Modifiers: Useable Against Others (+1); Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - gemstone (-1), Caster Must Have Connection to
the Earth (-1/4), Caster must have at least 20 points in spells from Earth
College (-1/2), Only works on a single chunk of rock weighing 100 kg or less
(-2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 11.
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Entomb
The victim of this spell is swallowed whole by the earth and pulled
downward, where he is held and kept alive with minimum life support. If the
spell caster fails his Magic Skill Roll, he is entombed instead.
Power: 6d6 Entangle (Stops Sight and Smell)
Active Cost = 80 points.
Power: Life Support (Eat, Excrete, and Sleep)
Modifiers: Useable By Others at Range (+3/4), 0 END Persistent (+1);
Linked to Entangle (-1/2), Independent (-2), Only used by Entangled victim (-
1). Active Cost = 14 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - gemstone (-1), Victim Must Have Connection to the Earth
(-1/4), Caster must have at least 30 points in spells from Earth College
(-3/4), Extra Time (phase) (-1/2), Side Effect (Caster Entombed) (-1).
END Cost: 9; Magic Roll: -9; Casting Time: Full
Phase.
Real Cost: 16.
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Ground Lightning
The target of this spell becomes deeply connected to the earth, and is able
to ground lightning or other electrical energies that strike his form. The
spell is immediately dispelled if the caster leaves the ground, even for a
moment.
Power: +10 ED / +0 PD Armor
Modifiers: Only versus electrical attacks (-1), Costs END to use
(-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Caster Must Maintain Connection to the Earth (-1/2), OAF - gemstone
(-1), Caster must have at least 10 points in spells from Earth College (-1/4).
Active Cost: 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 3.
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Harden Rock
When this spell is cast upon a surface of stone, it makes the material as
tough as the finest steel. Mud will harden into rock, and sand will solidify
into a block. The spell can protect a 1" radius sphere of rock or earth, or
any surface totaling 6 hex sides.
Power: 4 PD / 0 ED Force Wall
Modifiers: Transparent to Energy Attacks (+1/2), Invisible Power
Effects (All) (+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - gemstone (-1), Caster Must Have Connection to the Earth
(-1/4), Caster must have at least 20 points in spells from Earth College
(-1/2), Only on surface made of earth or stone (-1). Active Cost = 25
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 5.
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Lava Pit
This powerful spell causes the earth to spew forth lava and vapors, forming
a growing pit. (Each hex of rock has a BODY of 11, so 22 points of Transform
will turn a full hex into lava.) The Lava pit will grow outward to form a pit,
unless there is a downward slope. The lava will take 1d6 days to cool and
solidify, unless doused by an equal quantity of water. While active, the Lava
Pool performs a 3d6 KA against anyone moving through the pool, plus a 2d6
Energy Blast (NND Fumes (Life Support)) within 1 hex of the edge. If the Magic
Skill roll is failed, the Wizard suffers extremely painful but temporary burns
on his arms and face.
Power: 3d6 Major Transformation (Earth to Lava)
Modifiers: Cumulative (+1/2), 1/2 END (+1/2); 1/2 DCV concentrate while
casting (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time: 1 Minute (-
1-1/2), Requires Magic Skill Roll (-1/2), OAF: gemstone and tinder (-1),
Caster must have connection to Earth (-1/2), Caster must have at least 20
points in spells from Earth College and 10 points in spells from Fire
College (-3/4), Side Effects (9d6 Energy Blast) (-1/2), Doused by an equal
quantity of water (-1/2). Active Cost = 90 points.
END Cost: 4; Magic Roll: -9; Casting Time: 1 minute.
Real Cost: 11.
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Meld Matter
This spell allows the Wizard to join together two separate, inanimate
objects. The points of contact between the two objects flow together to form a
permanent bond. The strength of the connection depends on the types of
materials. Identical materials, or substances that have a strong affinity
for each other, will form a better bond. Forming a meld requires greater time
and endurance than normal.
Power: 2d6 Minor Transformation (Meld)
Modifiers: Change Anything (+1); x2 END (-1/2), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - gemstone (-1), Only to meld two solid,
inanimate objects (-1), Caster must have at least 20 points in spells from
Earth College (-1/2), Extra Time - 1 Turn (-1).
Active Cost = 40 points.
END Cost: 8; Magic Roll: -4; Casting Time: 1 Turn.
Real Cost: 7.
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Pass Through Rock
This variant on the Earth Passage spell allows the Wizard to move through
rock as if it were made of air. No trace of the Wizard's passage is left
behind for his foes to follow.
Power: 7 DEF Tunneling at 6" movement (fill in behind)
Modifiers: Only through stone or earth (-1/2), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - gemstone (-1),
Caster must have at least 20 points in spells from Earth College (-1/2), Extra
Time - Full Phase (-1/2). Active Cost = 58 points.
END Cost: 6; Magic Roll: -6; Casting Time: Full
Phase.
Real Cost: 13.
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Pool of Quicksand
When this spell is cast, any soft ground within the radius begins to soften
and turns into a pool of Quicksand. Those caught within can escape if they
have Flying, 4"+ swim, or they are pulled from the pool.
Power: 4d6 Entangle
Modifiers: Area Effect (6" Radius) (+1), No Damage From Attack (+1/2);
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
gemstone (-1), Caster must have at least 20 points in spells from Earth
College (-1/2), Escape with Flying, 4"+ Swim, or outside help (-1), Only on
soft ground such as dirt or beach (-1), Caster Must Have Connection to the
Earth (-1/4). Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1/2
Phase.
Real Cost: 17.
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Reject Stoning
This spell will prevent an attempt to transform the Wizard into stone. This
spell is especially useful when dealing with a Medusa, or other such creatures
that have the innate ability to turn flesh into stone.
Power: +30 Power Defense
Modifiers: Only versus Transform to Stone (-2), Costs 1/2 END to use
(-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-
1/2), OAF - gemstone (-1), Caster must have at least 20 points in spells from
Earth College (-1/2), Caster Must Have Connection to the Earth (-1/4).
Active Cost = 30 points.
END Cost: 1; Magic Roll: -3; Casting Time: 1/2 Phase.
Real Cost: 5.
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Rock Fist
This spell turns the hands of the Wizard to stone, allowing him to wield
his fist like a club.
Power: +2d6 Hand-to-hand damage
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
gemstone (-1), Caster must have at least 10 points in spells from Earth
College (-1/4). Active Cost = 6 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 2.
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Rock in the Shoe
Upon casting this spell, a small stone appears in the shoe of the target,
causing an annoying pain with each step taken until he stops to empty out the
footwear. This spell has no effect on creatures who do not run, or lack
footwear.
Power: 1 pip Ego Attack
Modifiers: 0 END (+1/2), Continuous (+1), Uncontrolled (+1/2);
Limitation - Only until shoe is emptied (-1/2), Limitation - Only if running
(-1/2), Costs END to cast (-1/4), Mental Powers Based on CON (-1/2), Gestures
(-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - small
rock (-1), Caster must have at least 20 points in spells from Earth College
(-1/2), Caster Must Have Connection to the Earth (-1/4). Active Cost =
30 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2
Phase.
Real Cost: 5.
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Rolling Rock
The Wizard can use this spell to move a massive boulder of stone weighing
up to 1.6 tons (1" diameter boulder) about, crushing everything in its path.
The rock has a maximum movement rate of 8" across level soft ground or 10"
across a hard surface, and has turn mode with a limit of 2 turns. Whenever the
boulder enters a hex containing a target, make a 6d6 Punch Attack using the 30
STR TK. For each 2" of movement rate, the boulder causes an additional 1d6N
damage. However, the rock is also -1 OCV per 1" of movement.
Power: 30 STR Telekinesis
Modifiers: Area Effect (Any Area, Non-selective) (+3/4), Continuous
(+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
OAF - 1" diameter rock (-1), Caster must have at least 30 points in spells
from Earth College (-3/4), Caster Must Have Connection to the Earth (-1/4),
Only to move rock along ground (-1/2), Area must follow line of movement
(-1/2), Must continue from last hex (-1/2), (+1d6N Damage per 2" Move, -1 OCV
per 1" Move) (0), (-1" area across soft surface, +1 area across hard surface)
(0). Active Cost = 124 points.
END Cost: 12; Magic Roll: -12; Casting Time: 1/2
Phase.
Real Cost: 23.
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Sand Blast
Upon casting this spell, everybody within the 5" cone is struck by a blast
of fine sand that seems to penetrate every opening. The primary effect is to
make it impossible to see anything because the eyelids must remain closed to
prevent damage.
Power: 2d6 Flash (sight)
Modifiers: Area Effect (5" Cone) (+1); No effect if eyes closed or
protected (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - gemstone (-1), Caster must have at least 20 points in
spells from Earth College (-1/2), Caster Must Have Connection to the Earth
(-1/4). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 9.
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Shape Stone
This spell allows the Wizard to shape an 8- DEF block of stone into any
form. Once the spell is cast, the stone slowly changes to the desired shape
over the course of a minute. This is slow enough that anyone who is not
already restrained in some manner can escape being trapped by the new shape.
If the final shape is unstable, then it will collapse after the spell is
completed. Given the appropriate skills and sufficient patience, this spell
can be used to form any type of stone construction, including walls,
staircases, statues, and so on.
Power: 8d6 Minor Transformation (Stone)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), No Range (-1/2), OAF - bulky stone (-1-1/2), Caster must have
connection to Earth (-1/2), Caster must have at least 30 points in spells from
Earth College (-3/4), Requires 1 minute to complete transformation
(-1), Extra time - 1 Turn (-1). Active Cost = 80 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1/2 Phase.
Real Cost: 11.
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Sink Hole
This spell creates a large, circular hole in the ground, swallowing
buildings and other structures in the area of effect. However, due to the
sloping sides, beings can easily scramble their way of the sink hole. This
spell will work on ground consisting of sand, rocky soil, mud, or clay, but
not through solid stone. The Sink Hole spell is particularly taxing to
maintain, and requires steady concentration.
Power: 1" Tunneling (4 DEF)
Modifiers: Area Effect (16" Radius) (+2), Ranged (+1/2); Only to tunnel
vertically (-1/4), Tunnel edges are sloped (-1/4), 1/2 DCV Concentrate
Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - gemstone (-1), Caster must have at least 30 points in
spells from Earth College (-1/4), x5 END (-2), Extra Time - 1 Phase (-1/2).
Active Cost = 70 points.
END Cost: 1 per 1"; Magic Roll: -8; Casting Time: 1
Phase.
Real Cost: 10.
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Stone Face
When the Wizard casts this spell, he is able to blend into the face of a
solid surface and become virtually invisible. The effect is lost, however,
whenever the caster moves.
Power: Invisibility (Sight with fringe)
Modifiers: Only while stationary next to wall (-1), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - gemstone (-1),
Caster must have at least 10 points in spells from Earth College (-1/4).
Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 5.
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Summon Earth Elemental
This powerful incantation allows the earth wizard to summon an Earth
Elemental. (See HERO Bestiary for stats.) The Elemental will attempt to slay
the summoner, and the caster will need some means to control it. To use the
spell, the caster must have drawn a circle of summoning, and must have contact
with the earth. If the caster fails his roll, the creature will still be
summoned but will have an immense hatred of the caster and will be difficult
to control.
Power: Summon Earth Elemental (248 points)
Modifiers: Concentrate: 1/2 DCV while casting (-1/4), Gestures (-1/4),
Incantations (-1/4), Extra Time: 1 Hour (-2-1/2), Requires Magic Skill Roll
(-1/2), OAF: gemstone (-1), Caster must have connection to Earth (-1/2),
Caster must have at least 40 points in spells from Earth College (-1), Side
Effects (Same summoning but the Elemental has +10 EGO, has 20 points of Mental
Defense against Mind Control, and hates the caster) (-1). Active Cost =
80 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1 hour.
Real Cost: 10.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Earth Magic, use the tables of scholarly disciplines below. An experienced
Earth Wizard will commonly have several spells from a single primary
discipline, plus a spell each from the other disciplines.
| 2d6 | School of Passage |
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| 2 | Create Crevasse |
| 3-4 | Pass Through Rock |
| 5-6 | Cavern Close |
| 7-9 | Earth Passage |
| 10 | Sink Hole |
| 11-12 | Entomb |
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| 2d6 | School of Shaping |
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| 2-3 | Earthquake |
| 4-5 | Shape Stone |
| 6 | Meld Matter |
| 7-8 | Sand Blast |
| 9-10 | Earthquake |
| 11 | Rolling Rock |
| 12 | Animate Statue |
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| 2d6 | School of Hardness |
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| 2-3 | Brittle Earth |
| 4-5 | Mud Trap |
| 6-7 | Harden Rock |
| 8-9 | Like a Rock |
| 10-11 | Lava Pit |
| 12 | Pool of Quicksand |
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| 2d6 | School of Petrification |
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| 2-4 | Stone Body |
| 5 | Reject Stoning |
| 6-7 | Iron Shield |
| 8-9 | Rock Fist |
| 10-11 | Stone Face |
| 12 | The Medusa Touch |
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| 2d6 | School of Properties |
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| 2 | Ground Lightning |
| 3-5 | Dispel |
| 6-7 | Detect Magic |
| 8 | Sense Earth |
| 9-10 | Iron Will |
| 11-12 | Earth Reading |
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| 2d6 | School of Earth Summoning |
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| 2 | Enlarge Rock |
| 3-5 | Stone Wall |
| 6-7 | Stone Blast |
| 8 | Rock in the Shoe |
| 9-10 | Summon Earth Elemental |
| 11-12 | Earth Elemental Form |
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