Land of Xel:Earth Magic

From RPGnet
Jump to: navigation, search

Land of Xel Home

Magic

Earth[edit]

Body of Iron[edit]

Difficulty- 35 Cost- 3 Actions Range- Self Duration- 1 minute per level of caster Damage- None Effect- Casters turns into living iron. You gain damage soak of 15 per . You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You gain a +6 enhancement bonus to your Strength score, +10 enhancement bonus to your Endurance, but you take a -14 penalty to Agility as well (to a minimum Agility score of 1), and your speed is reduced to half normal. All spells have a 50% chance of failure and receive+9 AR, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments. Your unarmed attacks deal damage equal to a club sized for you, and you are considered armed for purposes of attacking and parrying. Your weight increases by x10, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.

Conjure Earth Elemental[edit]

Difficulty- 22 Cost- 2 Actions Range- 30’ Duration- 2 rounds +1 round per level of caster Damage- None Effect- Caster can conjure an earth elemental from the elemental realm of earth. The total number of elemental levels is equal to the caster level. The elemental will obey the caster and view the casters allies as indifferent. The elemental will not harm the casters allies as long as they take no action the elemental may view as aggressive or threatening. If the elemental is destroyed in combat or provoked or attacked by the caster, it will immediately return to the elemental realm of earth.

Earthquake[edit]

Difficulty- 35 Cost- 3 Actions Range- 1000’ + 100’ per level of caster up to 2000’ total Duration- 2 rounds Damage- See Effect Effect- When cast, earthquake creates an intense tremor that rips the ground in a 100’ area. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. During the duration creatures on the ground must make a Reflex check to make a single partial action. Any spellcaster on the ground attempting to cast as spell adds 1 point of difficulty per level of caster. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Any creature pinned beneath rubble takes 1d10 points of damage per minute while pinned. A pinned creature must make an Endurance roll every minute with a difficulty rating of 10 +1 per minute trapped. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Underground, Cave or Tunnel-' The spell collapses the roof, dealing 8d10 points of crushing physical damage to everything caught under the cave-in must make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs- Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. The landslide dealings 8d10 points of crushing physical damage to everything caught in the path. Creatures must also make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. Open Ground- Each creature standing in the area must make a reflex adjustment roll against the casters difficulty roll to remain standing. Every creature in the area has a 30% chance to falling into a fissures open in the earth, reflex adjustment roll against a difficulty rating of 25 to avoid a fissure. At the end of the spell, all fissures slowly grind shut, dealing 8D10 the first round 12D10 the second and killing any creatures still trapped within on the third round. Structure- Any structure standing on open ground takes 80 points of damage +1D10 per caster level, enough to collapse a typical wooden or masonry building, and weak parts of structures built of stone or reinforced masonry. Damage is dealt per 10’ increments and objects are allowed to soak normally. Any creature caught inside a collapsing structure takes 8d8points of crushing damage to everything caught under the cave-in must make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. River, Lake, or Marsh- Fissures open underneath the water, possibly draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature standing in the area must make reflex adjustment roll against a difficulty rating of 25 or sink down in the mud and quicksand. Within a shallow lake, river, or stream a reflex adjustment roll against the casters difficulty roll to avoid to falling into a fissures open in the earth, At the end of the spell, fissures slowly grind shut and the rest of the body of water rushes in to replace the drained water. The crushing fissure deals 8D10 the first round, 12D10 the second and killing any creatures still trapped within on the third round, those that aren’t crushed but remained trapped in the mud must escape or drown.

Hail of Stone[edit]

Difficulty- 10 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d4 per two caster levels up to a maximum of 6d4 Effect- Sends an hail of stones at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist. These are magical stones from the elemental realm of earth and return at the end of the spell.

Hail of Stone, Enhanced[edit]

Difficulty- 15 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d6 per two caster levels up to a maximum of 8d6 Effect- Sends an hail of stones at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist. These are magical stones from the elemental realm of earth and return at the end of the spell.

Hail of Stone, Greater [edit]

Difficulty- 20 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d8 per three caster levels up to a maximum of 10d8 Effect- Sends an hail of stones at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist. These are magical stones from the elemental realm of earth and return at the end of the spell.

Hail of Stone, Ultimate [edit]

Difficulty- 30 Cost- 1 Action Range- 100’ + 10’ per level of caster Duration- Instant Damage- 1d10 per three caster levels up to a maximum of 12d10 Effect- Sends an hail of stones at the target. The caster uses his difficulty roll as is roll to hit, this is considered a ranged attack for the purposes of dodging. The cast must be able to see the target though not all of him. The target is allowed a spell resistance roll vs. the casting roll to resist. These are magical stones from the elemental realm of earth and return at the end of the spell.

Meteor Shower[edit]

Difficulty- 35 Cost- 2 Actions Range- 200’ + 10’ per level of caster Duration- Instant or up to 4 rounds Damage- 1d10 per caster level up to a maximum of 20d10 per round Effect- A 40’ where the caster designates is enveloped by continuing meteor strikes. If outside the duration is extended to 1 round per 4 levels of caster up to 4 rounds. The caster must be able to see the location he wishes to target. Everyone in the area including the caster and allies takes physical damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the effected area. These are magical meteors from the elemental realm of earth and return at the end of the spell.

One with the Earth[edit]

Difficulty- 25 Cost- 1 Action Range- Self Duration- 3 rounds + 1 round per level of caster Damage- See Effect Effect- Casters skin turns into rocky dirt like flesh giving him +12 soak per caster level. Skin will change color to that of stone and will fell like rock. Caster gains an extra +6 to hide among rocks of the same color. In addition this allows the caster to know the exact thickness or depth of the earth or stone by touch and can pass through earth or stone. The caster must still breathe air though and if duration expires or caster runs out of air and passes out the caster remains entombed, but his body is still recoverable. The closest stone to caster will determine the color of flesh by default however the caster can choose otherwise.

Petrifaction[edit]

Difficulty- 25 Cost- 1 Action Range- 200’ + 10’ per level of caster Duration- 1 minute per level of caster Damage- See Effect Effect- Caster can turn any single living creature to stone. The creature is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because they have no physiology or respiration while this spell is in effect. They take only half damage from acid and fire of all kinds. The creature soak is tripled and natural AR is increased to 9. This spell can dispel the petrifaction spell but not the greater petrifaction spell.

Petrifaction, Greater[edit]

Difficulty- 40 Cost- 3 Actions Range- 200’ + 10’ per level of caster Duration- Until Dispelled Damage- See Effect Effect- Caster can turn any single living creature to stone. The creature is immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because they have no physiology or respiration while this spell is in effect. They take only half damage from acid and fire of all kinds. The creature soak is tripled and natural AR is increased to 9. This spell can dispel all petrifaction spells.

Shape Stone[edit]

Difficulty- 18 Cost- 2 Actions Range- Touch Duration- Permanent Damage- See Effect Effect- You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.

Soften/Harden Earth[edit]

Difficulty- 16 Cost- 1 Action Range- 20’ +5’ per caster level Duration- Permanent Damage- None Effect- When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened or hardened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped or vise versa. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must make reflex adjustment roll against a difficulty rating of 15 or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Stone Skin[edit]

Difficulty- 10 Cost- 1 Action Range- Self or Touch Duration- 1 minute per level of caster Damage- None Effect- Target gains +10 soak per caster levels to and +8 AR.

Strength of Stone[edit]

Difficulty- 15 Cost- 1 Action Range- Self or Touch Damage- N/A Duration- 1 round per caster level Effect- Adds one point per caster level to Strength or Endurance. This spell can be cast on the same person more than once however it must a different attribute and doesn’t stack with other spell designed to enhance an attribute.

Wall of Stone[edit]

Difficulty- 25 Cost- 3 Actions Range- 50’ + 10’ per level of caster Duration- 10 minute per caster level Damage- None Effect- Creates 10, 10’ x 10’ x 5’ blocks of stone that can be used to constructed in a wall. The wall can stack no more than 3 blocks on top of each other which takes 6 blocks with a 1 on 2 on 3 block style. The caster creates the wall in his mind during the casting and the wall appears as the caster intends. This spell can be cast multiple times to create a larger wall. This spell must be cast on the ground