Stamina 1 (1-3)
Volley of Pebbles - Pebbles rain down to do +1-3 damage each pebble that hits. Radius of up to +10 feet per success with +3 pebbles per success within called radius. Missiled spell.
Rolling Stone - Cause a stone to roll in called direction.
Mud Pit - a mud pit forms where called.
Reveal Stone - Reveals what types of stones there are, and where they are in an area a mile wide.

Stamina 2 (4-6)
Volley of Stones - Stones rain down, +1 stone per success, radius of up to +10 feet as called. Power equals damage of each stone.
Quartz Arrow - Arrow of quartz streaks at target, +1-HB. Power of roll equals damage. Missiled spell.
Earth Speak - Speak to the earth to gain knowledge that has occurred in an area.
Quicksand - Quicksand (or lightning sand in deserts) forms where called. Those caught in quick sand sink to their deaths if they do not follow correct procedures of being still, relaxing, and laying back to let their body float on the surface until someone rescues them. They will sink eventually regardless if no one finds them within eight hours. Lightning sand can only be escaped if target can clamber away from the hourglass-like funnel of sand in time with power vs. movement and dexterity.

Stamina 3 (7-9)
Hurdling Boulder - Boulders tumble towards target area quickly or rain down, damage to all within radius of up to +10 feet per success. Up to +1 boulder per success. Missiled Spell.
Earth Spring - Reveals any springs in the earth.
Cavern Sight - Reveals nearby caverns and what is in them.
Open Doorway - Opens a doorway in solid rock.

Stamina 4 (10-12)
Sand Storm - damage each round. Target/s are blasted by stinging sand which is so fine it gets past all but solid elements, the wind so strong it tosses Level X 10 pound objects like tumble weed. Radius of up to +10 feet per success as called.
Shift Stone - Shifts position of a rock as called.
Raise Pillar - Raises a pillar of stone from the ground, or a floor. Power equals strength of pillar.
Dome of Rock - Rock dome with diameter of 20 feet, with 12 foot deep walls forms over called area. Power equals strength of rock dome.

Stamina 5 (13-15)
Barrage of Boulders - Boulders fly at target area like they were slung from catapults, +1 boulder per success, power of roll equals damage of each boulder, range of up to +10 feet per success. Missiled spell.
Heal Nature - Heals a damaged earth element as called.
Will of Stone - Affected target's will enhanced by +1 per success. Lasts 1 turn, +1 per ace.
Earth Morph - Change shape of stone or mineral, or morph minerals into another earth element, turn quartz to sand, stone to dirt, metal to sand, another type of stone, etc.

Stamina 6 (16-18)
Desert's Hottest Elements - Alters called area into a perilously hot and dry barren.
Stairway of Stone - raises stones to form a stairway.
Heart of Stone - Heart has strength of stone to stand up against heart wounds, +Spell Level Used per success = Fortitude. Lasts 1 turn, +1 turn per ace. if made permanent, Regeneration and Healing take a -50% penalty.
Stone Door - A door is hidden by a thick wall of stone and can only be accessed by those caster calls.
Earth Door - open a door in earth, stone, sand, etc. and conceal doorway as same element. Select who can or cannot enter and see door, or mark door with a riddle or contingency which reveals a word of power. Door otherwise remains unrevealed as solid stone, earth, sand, etc. as called.

Stamina 7 (19-21)
Earth Tremors - The ground shakes to unbalance those on shaken ground, -AR, -1AR per ace.
Minor Earth Quake - The ground tears open in area called in a rift that is up to +5 feet long and +1 foot wide and deep per success. Movement and Dexterity vs. Power and Area affected. Damages those who fall in rift. if Terramancer dispells the fracture it closes in on those trapped in rift to crush them fatally on a crit. Aggravated damage otherwise as targets climb out of rift as it closes.
Land Bridge - A bridge of stone and earth forms over called area, up to 10 feet long per success.
Flesh of Stone - Target's flesh becomes tough as stone, with +Spell Level Used per success = Fortitude. Lasts 1 turn, +1 turn per ace.
Flesh to Stone - turn called target into solid stone. Mage can choose to preserve life within the stone, otherwise life can only exist cast in stone for 1 d6 days.

Stamina 8 (22-24)
Land Slide - Brings a hillside, mountain, fortress or Cliff, roaring down fiercely on target/s. Dmg X Successes. Targeted spell.
Rejuvenate Earth - +1-dmg to caster per ace. Restores the earth exactly as it was prior to destruction in a matter of minutes within a radius of up to +10 feet per success.
Morph Element - Caster can alter one earth element into another element of any kind or vice versa of same or like size.
Earth Tower - Raise a tower composed of earth elements. Power of Roll determines strength of tower.

Stamina 9 (25-27)
Severe Earth Quake - Brings down buildings and mountainsides, and opens deep fissures in the ground. Rifts open up as called that are up to +10 feet long, and +5 feet wide and deep per success. Critical damage to anyone near center of quake, death if buried beneath a landslide or large building on a crit, or if a rift is closed on targets caught into fissures.
Fiery Fissure - Earth and Fire Taps. A rift of lava and incinerating fire opens up. Aggravated damage to those nearby unless selected for bypass, death to those who fall in fissure (unless immune to fire), critical aggravated damage to those near rift on a crit.
Mercury Vapors - Deadly poisonous, even to immortals, aggravated damage.
Rock Storm - Hail of boulders and rocks - Dmg X Successes to all in area affected at up to +10 feet perimeter per success.

Stamina 10 (28-30)
Raise Volcano and Awake - Ground shakes and a volcano pushes upward to spew lava, burning ash fills the air, glowing rocks batter and damage all within in its 10-40 mile radius.
Earthquake to Canyon - Violent earthquake rips the ground open as called, opening canyon like rifts that are up to +50 feet wide, +25 feet deep, and .50 mile long per success. Those who fall into canyon suffer impact damage equal to depth of canyon plus damage of roll.
Earth Fortress - Raise a fortress composed of called earth elements. Strength of Fortress is equal to power of roll.
Elemental Wards - Ward something, someone or an area with earth elemental powers.

Stamina 11 (31-35)
Master of the Earth - Terramancer can formulate earth commands, use them for warding, formulate catalysts, make enchanted items and artifacts, and blend them with other gifts.

Stamina 12 (36-40)
Improved Power - Terramancer can apply any earth elemental command at these levels as gained.

Targeting Powers

    Precision of all targeted or missile spells are determined by Magic HB plus Missile and or Targeting bonuses. In cases of multiple missiles HB of each missile must be rolled.

Contents by JD and Sparky © Copyright 2008