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SgtSarros
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Posts : 582
Join date : 2017-09-20
Age : 45
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School of Earth Empty
PostSubject: School of Earth   School of Earth EmptyMon Nov 13, 2017 9:09 pm

GuildMaster: Anerael

School of Earth Anerae10_800x600


Assistant GuildMaster: Chyga

School of Earth Chyga10_800x600


First Circle:


Earth to Mud
Cost: 5MP
Uses: Psyche
Description: Turns the ground under three opponents into an almost quicksand-like state. Those in the area suffer a -1CS to Fighting, Agility, and Running Speed. Anyone in the area must make a strength roll at the start of their turn. Anyone who rolls a white has these penalties doubled until their next turn. This affects ALL characters who enter this area, enemy and ally.
Special Conditions:
1. To attack anyone in this area with a melee attack puts you into this area and you suffer the same penalties. Ranged attacks can be made from outside of the area with no penalty.
2. This can only be used in a flat empty area such as a beach or open prairie area. The roots of trees in forests or jungles interfere with the earth, and the concrete of buildings and streets make the ground inaccessible.


Fists of Earth
Cost: 5MP
Uses: Psyche
Description: Makes your fists hard as the earth. Adds +1cs to damage on the next round, 2 rounds on a green, 3 on a yellow, 5 on a red.

Find Minerals
Cost: 5MP
Uses: Psyche
Description: On a successful roll the caster can locate common minerals in the ground. Detail changes dependant on max spell level caster knows.
First Circle - There is minerals up to 50 feet away, and up to 30 feet deep
Second Circle - Up to 100 feet away, up to 50 feet deep
Third Circle - Type of Mineral
Fourth Circle - Up to 1/2 mile away, up to 200 feet deep
Fifth Circle - Up to 1 mile away, size of deposit ( Tiny, Small, Medium, Large, Huge )
Six Circle - Up to 5 miles away, up to 500 feet deep.


Mineral Control
Cost: 5MP
Uses: None
Description: Can alter inorganic matter into a different shape. An example would be turning several small rocks into arrowheads. Cannot change the type of mineral it is, and the result must have approximately the same mass as the former shape. Maximum size limit of this spell is five pounds times maximum circle the caster knows.


Move Earth
Cost: 2MP + 1MP per ton
Uses: Psyche ( only if requested by a GM )
Pre-Requisite: Collect Earth
Description: Able to move large amounts of dirt and rock from the ground or wall. The amount moved is dependent on the maximum circle of earth magic known. At circle 1 it is 1/2 ton, at circle 2 it becomes 1 ton, and doubles with every circle after. Useful for digging a well, maximum range of 30 feet.


Pass Without Trace
Cost: 5MP
Uses: Psyche
Description: On a green or higher, the ground moves to obscure your footprints, making you nearly impossible to track by normal means. At Circle 5 this spell has no mana cost and unlimited duration.


Pebbles
Cost: 5 MP
Uses: Agility to attack
Description: Infuses 2 small rocks times the maximum circle of the caster with the element of Earth. When thrown or fired from a slingshot adds poor earth damage. If used against someone of Air circle three or higher instead adds Good damage. Has no effect on anyone with Earth circle three or higher. Gains Stun on a called shot ( Next attack is Guaranteed to hit ).


Sense Movement
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense people running along the ground within a one-half mile radius. Characters floating above the ground cannot be detected, and if this is used near a large group of people moving around, it may be unable to sense more spread-out movement.




Second Circle:

Extract Ore
Cost: 20MP
Uses: Psyche
Description: The caster can separate common ores from rocks, and extract the metal from within the ground itself. This is restricted to ore the size of a football, and is very draining for the caster.


Forge
Cost: 20MP
Uses: Psyche
Description: Allows one to create objects as they would at a normal physical forge, however using magic instead of physical skill. All the materials must still be collected before the item could be made. The object lasts one week on a green, two weeks on a yellow, and one month on a red.
Special Considerations:
1. If used to make a weapon, on a yellow it will also have a chance to do poor bonus damage of a random element ( 1d10, 1 = fire, 2 = water, 3 = lightning, 4 = light, 5 = shadow, 6 - 10 = no enchantment ) on successful yellow strikes. On a red it will do typical bonus damage.
2. If used to make a suit of armor, on a yellow it will provide poor resistance of a random element. On a red it provides typical resistance.


Pit Trap
Cost: 10MP
Uses: Psyche
Description: Creates a pit under the earth at the specified location. Those who step on the now hollowed out area must roll agility. On a yellow roll they avoid the pit. Those who roll a green catch onto the edge and pull themselves up on their next turn suffering a -1CS to any other attack that turn. Those who fall in must make a strength roll with a green requirement to pull themselves out, though this takes their turn unless they roll a red, in which case they may act normally.
Special Conditions:
1. Those in a pit cannot be targeted for melee attacks, and ranged only if there are no other targets. Those in the pit cannot attack at all.
2. An ally can spend their turn helping them out of the pit, or if they have a rope or similar item use that. This will put the ally at -1CS to any other act, but allow the trapped person out on their turn with a -1CS penalty on their turn to attacks.
3. If the target weighs less then 100lb, they can pass over this pit trap harmlessly.


Rock Platform
Cost: 10MP
Uses: Psyche
Requirement: Move Earth
Description: The caster can harden the ground beneath them to form a rocky platform. Can also be used to harden mud walls, to protect people or to form cave walls underground. At circle 4 this spell has no MP cost unless making major changes to the surrounding area ( GM discretion ).


Sand Columns
Cost: 10 MP
Uses: Psyche
Description: allows the caster to reach high areas quickly. Raises someone 10 feet times the max circle of this school the caster knows. Disappears as soon as the caster steps off. Can take no one other then the caster


Sand Mephit
Cost: 15  MP
Uses: Psyche
Description: Summons a flying Mephit to assist you. It's init is always 1 lower then the caster. On it's turn it fires a blast of sand at the opponent. While it only does Typical damage, on a yellow it also blinds the target for 1 round ( Blinded targets are at -2 CS to Fighting and Agility ). On a red roll, instead of bonus damage it increases the blind to 2 rounds.


Stone Shield
Cost: 10 MP
Uses: Psyche
Description: Creates a shield to use to block with. Increases defensive fighting by 1 CS. Provides Typical armor protection against all physical damage types. Has 30 hp. At Circle 3, has 40 hp. At circle 4, provides good protection. At circle 5, has 50 hp. If the wearer has a shield and armor, protection applies to shield first, then armor.


Transfer Materials
Cost: 5MP + 2MP per ton
Uses: Psyche ( only if requested by a GM )
Pre-Requisite: Move Earth
Description: Able to move large amounts of a single type of material. The amount moved is dependent on the maximum circle of earth magic known. At circle 1 it is 1/2 ton, at circle 2 it becomes 1 ton, and doubles with every circle after. Useful for loading a cart, maximum range of 30 feet.


Weight Increment
Cost: 10MP
Uses: Psyche
Description: Can increase the weight of an object up to 50% above normal. Useful for barricading a door or keeping buried treasure from being found. Maximum weight increase is 200 pounds. When used on a person reduces their agility by 2cs, running and flight speeds by -1cs and their knockdown resistance by 1 category.





Third Circle:

Create Landslide
Cost: 15MP
Uses: Psyche
Description: The caster can cause a landslide of mud and rocks to occur, which can be used to block off passageways in times of escape. Can also be used to block up entrances to caves.


Earthgrab
Cost: 15MP
Uses: Psyche
Description: Chunks of earth shoot up from the ground to capture an opponent. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.


Fists of Stone
Cost: 15MP
Uses: Psyche
Description: Makes your fists hard as stone. Adds +2cs to damage, and allows you to block melee and all non-gun weapons with your fists ( can use fighting of ranged defense ) on the next round, 2 rounds on a green, 3 on a yellow, 5 on a red


Pass Through Solid Matter
Cost: 15MP
Uses: Psyche
Description: Allows the caster to 'phase' through any material as if moving through a doorway or swimming in a river. Can move a maximum of 5 feet per rank of running speed per round ( So Typical would be 15 feet, Good would be 20 feet, and so forth ). Lasts 2 rounds on white, 3 on green, 4 on yellow. While phased, the caster is untargetable by any physical means unless they are using a souldagger, adamantium, or highly enchanted weapon, however the caster MUST be in open air again before the spell wears off, or they will be killed instantly.


Rocks
Costs: 15 MP
Uses: Agility
Prerequisite: Pebbles
Description: Infuses one rock per maximum circle of the caster with the power of earth. When thrown the rock explodes adding Good earth damage.  If used against someone of Air circle three or higher instead adds Excellent damage. If used against Earth circle three or higher, instead adds poor damage.


Sand Trap
Costs: 15MP
Uses: Psyche
Description: Turns an area into an almost quicksand-like state. Those in the area suffer a -1CS to Fighting, Agility, and Running Speed. In addition, everyone in this area must make a strength roll at the start of their turn. Anyone who rolls a white has these penalties doubled until their next turn. This affects ALL characters who enter this area, enemy and ally.
Special Conditions:
1. To attack anyone in this area with a melee attack puts you into this area and you suffer the same penalties. Ranged attacks can be made from outside of the area with no penalty.
2. This can only be used in a flat empty area such as a beach or open prairie area. The roots of trees in forests or jungles interfere with the earth, and the concrete of buildings and streets make the ground inaccessible.


Stoneskin
Cost: 15MP
Uses: Psyche
Description: Turns the caster's skin into a stone-like form. This gives the caster Good level protection against all physical and magical attacks ( with the exception of psyche and soul magic ). This is added to any protection he or she already has ( so if they are wearing armor that protects them from typical physical damage, they now have 10 + 6 = 16 protection ). In addition, on any attack that would normally knock down the caster, they would roll 1d100 and only be knocked down on a 40 or less. This level of protection does come with a cost: Defensive fighting rolls are at -1CS, and all agility rolls are at -2CS. This spell lasts 1 round on white, 2 on green, 3 on yellow.




Fourth Circle:

Earthquake
Cost: 20MP
Uses: Psyche
Description: Causes a tremor in the area in front of the caster. ALL enemies must roll agility and match the color the caster rolled, else they are in knockdown status, taking -2CS to all actions until they stand.


Earth Wall
Cost: 20MP
Uses: Psyche
Description: Forms a barrier of protection between the enemy and your party. The barrier has the number caster rolls in HP or 50 hp whichever is greater. Allies within the barrier can attack with ranged or magic attacks only, and the barrier can be damaged by melee or magic attacks only. If used in conjunction with Stone column, add 20 hp.
Special Conditions:
1. Forms 40 feet of wall, +20 feet for every circle known above this one, can e shaped as the caster wishes.
1. Area effect spells can still target those within the barrier.
2. Bows and crossbows can fire over the wall at the enemy, though as they cannot see the targets, they roll as if 'blind' ( -2CS to agility ). The target is then rolled for out of all possible targets, and that person rolls normally to avoid.


Enchanted Forge
Cost: 20MP
Uses: Psyche
Description: Allows the caster to infuse a non-magical weapon or armor with a magical element. The element is infused by a nearby elemental caster.  The elemental caster also loses 20mp to infuse this object. The power of the infusion is based on the max circle level of the elemental caster. This infusion lasts 1 day on a green, 1 week on a yellow. On a red it gains +1cs more then normal. A botch will destroy the item ( Some legendary items will survive destruction but will need to be repaired before it can be used again )
Special Considerations:
1. Bonus damage/ resistance is as follows for circles 2 - 6: Feeble, Poor, Typical, Good, Excellent.


Mass Earthgrab
Cost: 30MP +10MP per person after the second.
Uses: Psyche -1CS per person after the second.
Description: Chunks of earth shoot up from the ground to capture opponents. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.
4. As controlling so much earth becomes extremely draining, the cost of this spell increases 10MP per person, and the Psyche roll drops 1CS per person. Psyche cannot drop below Good.


Stone Columns
Cost: 20 MP
Uses: Psyche
Description: Raises large stone structures out of the ground. Roll 1d4 to determine how many are created ( 1d4+1 if circle 5, 1d4+2 if circle 6 ). Can also be used in conjunction with earth wall to build parts of a pseudo-fort If used in this fashion only, those at the top of the walls receive a +1 bonus to agility for dodging ranged or magic attacks.


Stop Landslide
Cost: 20MP
Uses: Psyche
Description: Is the reverse of Create Landslide, and takes more effort to hold off or prevent a landslide.


Summon Druid
Cost: 30 MP
Uses: Psyche
Description: Summons an Elven Druid to aid you. It's init is always 1 less then the caster. On it's turn it can, by the caster's choosing, fire an arrow at three enemies at random ( Remarkable agility, Good damage and on a yellow an additional Good Earth damage ); Use Pass Through Solid Matter with one other person a distance of 20 feet; Or stand guard over the caster or another person to block all strikes that come their way ( Good fighting ). Has 60 hp. Lasts 3 rounds before returning to their home, 5 on a yellow.
School of Earth Earth_10_800x600




Fifth Circle:

Asteroid Belt
Costs: 25 MP
Uses: Psyche
Description: A group of large rocks start circling around you. Anyone attempting to strike at you with a melee attack will take Good blunt damage. This can only hit the same target once per round. Lats 5 rounds or until it has struck 6 targets, 9 on a yellow, 12 on a red.


Boulder
Costs: 25 MP
Uses: Agility
Prerequisite: Rocks, Excellent strength
Description: Creates and infuses one large boulder with the power of earth. When thrown the rock explodes adding Excellent earth damage and knockdown.  If used against someone of Air circle three or higher instead adds Remarkable Damage, knockdown and Stun for one round or until struck  ( Next hit is guaranteed to hit ). If used against Earth circle three or higher, instead adds Good damage and knockdown.


Chasm
Cost: 30MP
Uses: Psyche
Description: Can be used to widen a crack in the ground, turning it into a large chasm. Can also be used to seal a chasm that has formed as a result of an earthquake.


Mass Stoneskin
Cost: 30MP
Uses: Psyche
Description: Turns the caster's skin, along with two others, into a stone-like form. This gives them Good level protection against all physical and magical attacks ( with the exception of psyche and soul magic ). This is added to any protection he or she already has ( so if they are wearing armor that protects them from typical physical damage, they now have 10 + 6 = 16 protection ). In addition, on any attack that would normally knock them down, they would roll 1d100 and only be knocked down on a 40 or less. This level of protection does come with a cost: Defensive fighting rolls are at -1CS, and all agility rolls are at -2CS. This spell lasts 1 round on white, 2 on green, 3 on yellow. Unwilling targets can roll Psyche to resist this.




Sixth Circle:  

Gaia's Guardian
Cost: 50MP, plus 5HP / round of combat ( Your own life force goes to keeping the elemental alive. )
Uses: Psyche
Description: Summon's one of Gaia's earth elementals to assist the party. On it's turn ( In init battles it always has an init of 1 less then the caster ) It attacks one enemy target of the caster's choosing.
Special Conditions:
1. On a white roll, the Elemental has 50hp with excellent fighting and strength. On a green roll, this improves to remarkable fighting and strength. On a yellow roll, it has 100hp. On a red roll, it gains an additional 3d6hp and improves to incredible fighting and strength. On a 100, it gains 5d10hp instead of 3d6.
2. The Earth Elemental takes -1CS damage from all attacks except bows and crossbows, which it takes -2CS damage. In addition, it is unaffected by Earth magic, otherwise it takes normal magic damage.
School of Earth Dryad10_800x600


Master of Magnetism
Cost: 30 MP
Uses: Psyche
Description: When attacking with a metal weapon gain+1 CS Fighting. If an opponent attacking you has a metal weapon, they roll at -1 Fighting. If they have metal armor, they attack at -1 Fighting ( this can stack together for a -2 total penalty ). In addition, if attacked by metal projectiles ( Throwing daggers, throwing stars, bullets ) they can roll psyche instead of agility to dodge. If they roll a red, they roll psyche again to repel the ranged items back at the attacker. Lasts 5 rounds.
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