CREO TERRAM
Laden Spirit of the Wind: Gen
THEN: Near, Inst
Throws dirt and dust into an air elemental, weighing it down and destroying it if you can beat its Summon Factor on die + Level.
NOW: Level: Gen , R: Voice, D: Mom, T: Ind
Throws dirt and dust into a creature composed of air, such as an Air Elemental, weighing it down and damaging it. A base level 10 spell will inflict a Light Wound, 20 a Medium, 30 a Heavy, 40 an Incapacitating, and 60 will kill it.
(Base effect, +2 Voice)
NOTE: Opposite Element spells upgraded based on Calabais’s guidelines.
Tooth of the Staff: 5
THEN: Touch, Sun/Inst
Creates a polished, flint spear head. It can appear already fastened on the end of a staff if you have a Herbam prerequisite.
NOW: Level: 10, R: Touch, D: Sun, T: Ind
Casting Requisite: Herbam
Creates a polished, flint metal head. The caster makes an Int + Finesse roll, a 3+ indicates a functional spear head, when attached to a spear or staff making its damage +4. A Finesse roll of 6+ creates one of notable quality (Damage +5), while a roll of 12+ indicates an extraordinary item (Damage +6). The spear head can appear already fastened on the end of a magically created staff if cast with an Herbam Prerequisite (using either the short or long spear description in ArM5, pg 176, modified by the spear head damage).
Casting Requisite: Herbam
(Base: 3, +1 Touch, +2 Sun)
NOTE: I wouldn’t call a spear head “elaborate†so no +1 magnitude bump for it.
Clenching of the Earth’s Mighty Hand: 10
THEN: Near, Sun/Inst
Creates dirt to fill in a pit of up to 3 paces across and 3 paces deep. Only works in earth, not solid rock. (It makes a good follow-up to the Pit of the Gaping Earth [PeTe 15].)
NOW: Rego Terram Level: 10, R: Voice, D: Mom, T: Part
Slams the earth shut on a pit or crack up to 50 cubic paces, causing + 10 damage to anything trapped within it. The difficulty in getting out is up to the Storyguide, however solo escape for a completely buried normal individual is doubtful (stress Strength roll of 9+).
(Base 2, +2 Voice, +1 Part, +1 size)
NOTE: The original spell has been renamed, but I liked this name so readjusted the effect to make it different.
Stone of the Hundred Shards: 15
THEN: Touch, Sun, Perdo
Creates a stone, the size of two fists which, if thrown will break into a hundred pieces causing +5 damage to all within ten feet, and +15 damage to anyone hit by the stone itself. The stone will explode when it touches anything after it leaves your hands.
NOW: Level: 15, R: Voice, D: Mom, T: Ind
Requisites: Perdo, Rego
Creates a stone, the size of two fists which throws itself unerringly at the indicated target and breaks into a hundred pieces, causing +5 damage to all within 10 feet, and +15 damage to anyone hit by the stone itself.
(Base 3, +2 Voice, +2 requisites)
NOTE: I’m not sure about this explosion effect. The same thing could be done with a group target for about the same effect level (no Perdo Req), but with a different feel.
Rampart of Protecting Earth: 20
Then: Near, Sun/Inst
Creates a wall of packed dirt up to 15 paces wide, 4 paces high, and 2 paces thick. One can knock it down by striking it repeatedly, but two damage rolls must exceed the wall’s +25 Soak roll.
NOW: Level: 10 , R: Voice, D: Sun, T: Ind
Creates a wall of packed dirt up to 100 cubic paces in area (e.g. 12 paces wide, 4 paces high, 2 paces thick). It can be dug through with sharp instruments in a few minutes under most circumstances.
(Base 1, +2 Voice, +2 Sun, +1 size)
Circle of the Faerie Stone: 30
THEN: Near, Sun/Inst, Aimed
Creates a 4 pace high stone wall in a circle up to 10 paces diameter. It has a magic resistance of +20.
NOW: Level: 30, R: Voice, D: Sun, T: Ind
Requisite: Imaginem
Creates an ancient looking stone wall, made up of rough slabs of stone covered with runes in a circle up to 4 paces high and 8 paces in diameter. The wall is covered by a sight and touch based illusion to make any attempt to climb the stone or chip through it frustrating at best, and impossible at worst. Per + Search rolls of 12+ are required to make any progress each round. At your option, the circle may contain an entrance into the center and this may be covered by a shifting illusion confusing where one may exit or enter (or both) using the same Search roll as above.
(Base: 3, +2 Voice, +2 Sun, +1 Req, +1 extra sense, +1 size)
NOTE: Changed the effect to something different, since Magic Resistance doesn't work like this any more.
Opening the Earth’s Pore: 40
THEN: Sight, Inst, Ritual, Ignem
Opens a hole from the surface of the earth down to the hot reaches of Hell. Molten rock spews forth out of this hole, accompanied by noxious gases. Except for those in the immediate vicinity of the pore, people can outrun the lava flow. The lava spill covers the land within one mile of the pore, doing +20 damage to anyone caught in it each round. Nasty.
NOW: Level: 50, R: Sight, D: Sun, T: Part, Ritual
Requisite: Ignem
Opens a hole from the surface of the earth down to the hot reaches of Hell. Molten rock spews forth out of this hole, accompanied by noxious gases. Normally people can outrun the lava flow, however those within 15 paces of the pore are hit by some of the lava on the initial eruption. The lava spill covers the land within one mile of the pore, doing +20 damage to anyone caught in it each round. Those outrunning the lava are still dealt +5 damage from heat and toxic gasses. On typical flat ground, the lava takes about an hour to reach the 1 mile point, though it can go much faster down hill (and even outpace a horse). The lava keeps erupting until the duration expires, but at the 1 mile mark the lava hardens and stops flowing. All wooden items are set ablaze, structures are destroyed or filled by the lava flow, rendering them unrecoverable, except by magic.
(Base: 3 (from Muto guideline), +3 Sight, +2 Sun, +1 Part, +1 Req, +4 size)
NOTE: Nasty.
MUTO TERRAM
Statue to Animal: 25
THEN: Reach, Sun/Year, Ritual, Animalem x2
Enchants a hand-sized, earthen or stone statue of an animal. Later, any time someone gives the command word (decided during the ritual), the statue will turn into a life-size specimen of the animal represented. The animal will follow the orders of the person who gave the command word, and will revert to statue form when killed or commanded to do so. Once killed, the statue is no longer magical. One must touch the statue when giving the command word.
NOW: Level: 40, R: Voice, D: Sun, T: Ind
Requisite: Animal, Rego
Causes a hand-sized, earthen or stone statue of an animal to grow into the full sized animal it is a copy of. The animal will follow the vocal orders of the magus, and will revert to statue form commanded to do so, which ends the spell. If killed in animal form, the statue is damaged beyond repair. Damage done to the statue while in full animal form is not normally healed, but may be repaired with magic or craft. The animal may be any mundane creature up to size +1. It retains it stone-like soak of +15, but otherwise has the same stats as a normal creature of its type. It has no Magic Might score. Poorly constructed statues can impose penalties upon the full size animal, however a moderately skilled craftsman can create a normal statue in a couple of hours with a Dex + Craft roll of 6+.
(Base 10, +2 Voice, +2 Sun, +1 Req, +1 Extra effect (size change))
PERDO TERRAM
Destroy the Spirit of the Earth: Gen
THEN: Near, Inst
You can destroy any earth elemental if you can match its Summon Factor on a die + Level -5.
NOW: Level: Gen, R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of earth, such as an Earth Elemental. If the spell penetrates the creature’s Magic Resistance, the Elemental loses Might equal to the spell’s base level.
(Base effect, +2 Voice)
REGO TERRAM
Bind the Spirit of the Earth: Gen
THEN: Near/Spec, Sun
As Bind Spirit of the Water (ReAq Gen), but for earth elementals.
NOW: Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of earth, and may give it one complex command at a time. The creature may resist a specific command on an Intelligence or Cunning roll of 12+, but this does not end the spell. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
(Base 25, +2 Voice, +2 Sun)
Summon the Spirit of the Earth: Gen
THEN: Reach, Spec, Ritual, Vim
As Summon Spirit of the Water (ReAq Gen), but for earth elementals.
NOW: Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any earth elemental if you know of it and have an Arcane Connection to it. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, rock from a mine would serve as a connection to any elemental that inhabits such places. The level of the spell must exceed the Magic Might of the elemental to be summoned.
(Base Gen, +3 Arc, +2 Sun)
Ward Against Spirits of the Earth: Gen
THEN: Spec, Ring
As Ward Against Spirits of the Water (ReAq Gen), but for Earth Elementals.
NOW: Level: Gen, R: Touch, D: Ring, T: Circle
No creature composed of flame, such as a Earth Elemental, whose Magic Might is equal to or less than the level can affect anyone within the circle, or if it is within the circle, affect those outside. Earth creatures cannot directly or indirectly break the magic circle.
(Base Gen, +1 Touch, +2 Ring)