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Monday, August 5, 2019

Earth Spell Descriptions

Earth Spell Descriptions 

First Level Spells


Earthen Dagger


Range: Touch

Duration: 1 Turn

The Earth Elementalist changes a handful of sand into a metallic blade ready for combat. 

The weapon is hard like steel, but does not conduct heat and is not magnetic.
The weapon deals 1d4+1 Hit Points of damage and counts as a +1 magical weapon for the purposes of overcoming resistance. 
The blade goes back to sand if; the caster desires it, the caster dies or goes unconscious, or the duration ends.

Sandman’s Slumber


Range: Touch

Duration: 6 rounds

By throwing a pinch of fine sand into the face of a target a magical sleep will come across a single living victim regardless of species, class, or level given that the person normally needs sleep. The target must make a saving throw versus spell or go into a deep slumber.

To awaken a target early they must slapped, wounded, or jostled about. Loud noise will not suffice.
If the victim makes the saving throw, they are still drowsy and automatically go last in the next rounds initiative.
Targets that fail the save are helpless and can be killed instantly.
In combat, a successful attack roll is needed to throw the sand in the target’s face.
Undead are immune to this spell, but Genies and extra-dimensional beings are not.

Sand Silence


Range: Touch

Duration: 1 Turn

The Earth Elementalist transfers the sound of an object or person to a different location by sprinkling two handfuls of sand onto the target. This spell can be avoided with a save versus spell, but many benefit from the spell and the save can be waived.

The spell caused one person or object’s sound to be sent randomly 2d6 miles away. All sounds originating at the target, including the sounds of striking the target are effected. Sounds created by objects on the target, or within, are also transmitted away.
This will not prevent spell casters from casting spells as the sounds are still being generated. This will also not effect noise-based attacks from monsters like a Banshee. 
In combat, the sprinkling of sand might require a successful attack roll.

Second Level Spells


Growth of Desert Animal


Range: 120’

Duration: 12 Turns

One non-magical, desert animal that’s home is in the desert may double its size and strength when this spell is cast upon it.

The damage inflicted by the animal is doubled.
The amount of weight that an animal can carry is doubled.

Note: This spell can be used on giant versions of normal animals, but intelligent animals and fantastic monsters are unaffected.


Pillar of the Earth


Range: Touch

Duration: 1 Turn

The caster may create a pillar of solid earth beneath a target that will carry them up into the sky. The top of the pillar is a 10’ radius level circle. For the unwilling, a successful saving throw versus spell will nullify the spell.

The pillar can grow to be 10’ high per level of the caster. If the pillar, or those on top of it meet any form of resistance (like a ceiling) the growth immediately stops. The caster can raise or lower the pillar 10’ per round at will.
The pillar can be attacked and has an AC of 4(15) and has 50 Hit Points. Attacks that “kill” the pillar, dispel magic, or dig will collapse the tower causing those on top to fall.
The caster can collapse the pillar at any time, and the pillar will collapse at the end of the duration. Falling unconscious or dying will not collapse the pillar until the duration is over.

Dust Devil


Range: 120’

Duration: Special

The Earth Elementalist creates a gale of wind that coalesces into a cloud of dust. This cloud’s dust can be shaped into whatever form the caster desires. Examples can include, Dao, a swarm of bats, or a mass of tentacles. 

The cloud is 20’ x 20’ x 20’ cube per level of the caster, and while in the cloud a target is considered fighting in total darkness. 
The Earth Elemenatalist can maintain this spell indefinitely, but must maintain concentration. If the caster’s concentration is broken, the spell will end the following round. 
While concentrating, the caster can move the cloud 30’ per round. 
The spell can only be cast in an area with significant dust, sand, or loose soil. A dusty street, beach, desert, undisturbed tomb, and the like would work. 

Third Level Spells


Earthen Sword


Range: Touch

Duration: 1 Turn

The Earth Elementalist changes a handful of sand into a metallic blade ready for combat. 

The weapon is hard like steel, but does not conduct heat and is not magnetic.
The weapon deals 2d4+2 Hit Points of damage and counts as a +2 magical weapon for the purposes of overcoming resistance. 
The Elementalist is allowed to use a sword created with this power.
The blade goes back to sand if; the caster desires it, the caster dies or goes unconscious, or the duration ends.

Sand Wave


Range: 240’

Duration: 3 rounds

This spell will allow the caster to move loose soil or sand over a large areas by pouring a handful of liquid onto the ground. 

The sand will flow 10’ per round, and covers an area of 10’ x 10 per level. It can only affect loose earth up to 1’ deep.
It cannot bury large object or creatures, but can cover small objects, corpses roughly human size or less, and can cover tracks.
If used on a slope or dune, it can trigger a sandslide which can bury target using the standard rules.
This spell includes mud, dust, gravel, or topsoil with no plant cover. Cultivated soils will not work.

Daevas’ Word


Range: Touch

Duration Special

This spell allows the Earth Elementalist to speak into a handful of sand/dust/earth and have the message repeated under a given condition that is decided at the time of casting. This could be dust in the bottom of a bottle, sand in front of a given house, or earth in the beginning of a dungeon.

At the time of casting the Earth Elementalist must determine the trigger for the spell. Examples include, “when the wise woman with a limp crosses the doorway” or “when a person opens the stoppered bottle”. The triggered event must be 90’ from the actual sand/dust/earth. When triggered anyone within 20’ can hear the message.
The wizard must create a message that is no longer than 5 words per level of the caster, and it will be repeated verbatim.
The voice of the sand/dust/earth is raw, throaty and male or female, the caster’s choice.
The words spoken can trigger a spell, if the spell does not require any verbal components.

Fourth Level Spells


Dig


Range: 90’

Duration: 1 Turn

The spell allows an Elemetalist to move large amounts of earth, sand, or mud, while holding a miniature version of a shovel and bucket. Creatures that are within 1’ of the pit when it opens must make a saving throw versus spell or fall into the pit.

The caster can move 125 cubic feet of earth, sand, or mud per round, this a 5’ x 5’ x 5’ hole if done evenly. After the first round the caster can start a new hole, or continue with the same hole. After 20’ deep, there is a 15% chance of the pit collapsing. A new check is rolled for each 5’ beyond 20’ in depth.
If a pit collapses with a person inside, the victim must make a saving throw verses death or be buried. 
Tunneling with the spell is possible, but the chances of collapsing are doubled.
The spell is also effective verses creatures of earth and rock, like creatures from the Elemental Plane of Earth. When cast upon those creatures they suffer 4d6 Hit Points of damage, though a successful saving throw versus spell will half the damage.

Stoneskin


Range: Touch

Duration: Special

By sprinkling 250 GP of diamond dust over a target, their body becomes as hard as stone. This will protect them from attacks from various weapons and projectiles.

When cast the spell will block 1d4 attacks, plus 1 attack per two levels of the caster. Attacks do not need to roll to hit, the number of attacks is just subtracted from the Elementalist pool. Example: A tiger has 2 claw attacks and 1 bite. If the tiger attacked someone with Stoneskin, the tiger would not roll to hit, but subtract 3 uses of Stoneskin. 
The spell does not block magical spells. Any spell cast at the person with Stoneskin will do full damage and remove a use of Stoneskin. Example: An Elementalist is struck by 3 Magic Missiles. This spell would do full damage, and subtract 3 uses of Stoneskin.

Summon Sand Tiger


Range: 30’

Duration: 1 Turn

The Earth Elementalist can summon a large, female tiger formed out of earth and sand which will do their commands and defend them. When the Sand Tiger is first summoned it issues forth a loud roar.

The Sand Tiger has the same statistics as a Tiger with full Hit Points and the Sand Tiger will fight to the death. The caster does not have to maintain concentration to keep the cat 
The caster can give the Sand Tiger mental commands, and can “see” through the Sand Tiger’s eyes. 
The Sand Tiger is immune to charm, hold, and sleep spells. Also is immune to gas attacks.
The Sand Tiger can serve as a mount, with its normal movement.

Fifth Level Spells


Transmute Rock to Mud


See OSE Magic Section


Conjure Elemental – Earth Only


See OSE Magic Section


Wall of Stone


See OSE Magic Section



Sixth Level Spells


Move Earth


See OSE Magic Section


Flesh to Stone


See OSE Magic Section


Transmute Water to Dust*


Range: 180’

Duration: Instant

The Earth Elementalist can cast this spell over an area and instantly turn all water into dust by scattering diamond dust worth 500 GP into the body of water.

The caster can effect an area of 10’ x 10’ x 10’ per level of the caster. If the liquid is already muddy, the effect is doubled. If the target is mud, the effect is quadrupled.
Any liquid that contains any water is effected including potions.
Living creatures are unaffected. Creatures that are native to the Elemental Plane of Water receive a saving throw versus spell. Failure of the save causes 1d6 Hit Points of damage per level of the caster, a successful save reduces the damage by half.
This spell is reversible. 

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