Category:Earth Spells

Boulder Trap
Type: Earth Evocation Offensive, block Power: Varies; typically 3 shifts for effect plus for duration Control: Roll Discipline plus specializations and focus items, invoking aspects as appropriate Target: One Creature or object Duration: One Exchange Opposed by: Target’s athletics

Effect: A large boulder drops onto the target pinning them to the ground. After the initial attack, the target may use might to overcome the block.

Camouflage
Type: Earth Evocation Defensive block Power: Varies; typically 3 shifts for effect plus for duration Control: Roll Discipline plus specializations and focus items, invoking aspects as appropriate (for example shadows would add +1 or darkness would add +2) Target: One creature or object including self Duration: One Exchange Opposed by: Observer’s Alertness skill

Effect: Blends subject perfectly into the environment to the point of invisibility. It does not silence the subject, and quick movement will be seen as a shift in the light similar to a heat haze.

Variations: The caster can add additional shifts to make the camouflage harder to penetrate, to camouflage additional or big objects, to target subject from a distance, or to extend the duration without needing to concentrate or reroll

Earth Wall
Type: Earth Evocation Defensive, block Power: Varies; typically 4 for effect plus each additional duration or range Control: Roll Discipline plus appropriate specializations and focus items Target: A patch of ground whether made from earth or otherwise Duration: One Exchange

Effect: A wall of earth 8 feet tall and 5 feet wide springs into existence acting as a shield equal to its casting. This acts as any other shield spell except that it blocks line of sight. This means that no evocation spells can be cast through the wall unless some other ability is used to bypass the line of sight rules.

Variations: Additional shifts can be applied to increase the strength of the wall, or extend the duration. The strength can be halved to allow the wall to work as armor instead of as a shield. Wall could be made from glass at no difference in cost to remove the line of sight obstruction.

Fast Bind Natural Materials
Type: Earth Evocation Offensive Block Power: Varies; 3 for effect plus one for each additional duration Control: Roll Discipline plus appropriate specializations and focus items Target: Two objects or surfaces in line of sight, can inflict physical stress Duration: One Exchange Opposed by: Subject’s Might

Effect: The strings that bind all thing to all things become tightly knotted between these two surfaces. This creates a powerful attraction between these two surfaces much like flipping on two opposite electromagnets. This spell only effects natural materials such as metals, plant based fibers, hair, or leather. It has no effect on synthetic materials like plastic and does not affect living skin. This spell is different than the Thaumaturgy Bind Natural Materials which can be made permanent until canceled by the caster or another spellcaster. This is a quick acting but temporary bond.

Variations: The caster can add additional shifts to make the bonds stronger, to bond more or larger objects, to target from a distance, or to extend the duration without needing to concentrate or reroll.

Fast Fuse
Type: Earth Evocation offensive Maneuver Power: Varies; typically 3 for effect plus for duration Target: One object composed of multiple parts Duration: One Exchange Opposed by: Special; see description

Effect: This is a specialized version of Binding that is meant to fuse parts together in a nearly unbreakable bond. Like the other binding spells, it has no effect on synthetic materials like plastic or on living skin. The Fused object is given the aspect “FUSED SOLID” for the duration of the spell. The fusing can be broken by a successful might check, but such a check is likely to break permanently the parts that are being fused. For example, if a revolver is fused, attempting to cock the hammer or pull the trigger is more likely to break the parts beyond reasonable use.

Variations: This spell affects a mass of material up to its shifts of effect on the Lifting table (p321). Regardless of the weight of the item used the might roll to break apart the fusing must equal or exceed the shifts of effect.

Iron Aura
Type: Earth Evocation Offensive, maneuver Power: 2 for effect plus each additional duration Control: Roll Discipline plus appropriate specializations and focus items Target: Typically self, but can be used on others as per normal rules Duration: One Exchange

Effect: The caster joins his aura with a sample of iron. The iron melts into the casters skin and is reclaimed at the end of the spell duration. Once melted, the iron adds the aspect “IRON AURA” to the target causing his physical attacks with his body or something he holds to satisfy the Catch “Cold Iron”. It does not add any additional damage to the attack.

<p style="margin: 0in 0in 10pt">Variations: This spell can be used with any material as long as the caster has a sample from which to work. Apply the appropriate aspect, such as “JADE AURA” or “SILK AURA”.

Sand Storm
<p style="margin: 0in 0in 10pt">Type: Earth Evocation Offensive, maneuver Power: Varies; example (3 for effect plus 1 additional duration and 2 for area effect) Control: Roll Discipline plus appropriate specialization and focus items Target: 1 creature (example is every person within a single zone) Opposed by: Target’s Athletics

<p style="margin: 0in 0in 10pt">Effect: The target has the sticky aspect KNOCKED PRONE applied

<p style="margin: 0in 0in 10pt">Variations: With an invocation of a scene aspect – such as LOOSE OBJECTS – you could rebuild this as an outright attack.

Sand Trap
<p style="margin: 0in 0in 10pt">Type: Earth Evocation Offensive, maneuver Power: Varies; 3 for effect plus one for each additional duration Control: Roll Discipline plus appropriate specializations and focus items Target: One Creature, can inflict physical stress Duration: One scene Opposed by: Target’s Athletics

<p style="margin: 0in 0in 10pt">Effect: The earth opens to swallow the feet/ankles/legs of the target, effectively binding him in place. If the spell hits, the target has the sticky “BOUND IN PLACE” temporary aspect applied. This spell must be used outdoors on bare earth. It cannot open holes in concrete, asphalt, or even wooden flooring. If the target is moving when it becomes “BOUND IN PLACE”, then the sudden stop can cause physical stress equal to its movement rate.

<p style="margin: 0in 0in 10pt">Variations: Power levels may be changed based on the target’s ability to oppose the spell. This spell is a damaging version of Entanglement from pg 293. It’s ability to cause damage is counteracted by the its location requirement. Additional shifts can be added to increase the difficulty of the opposition, to affect multiple targets, or to be cast at range.

Stone Eyes
<p style="margin: 0in 0in 10pt">Type: Earth Evocation Offensive, Maneuver Power: varies, typically 3 for effect plus duration Control: Roll Discipline plus appropriate specializations and focus items Target: One creature Duration: One Exchange Opposed by: Target’s Athletics

<p style="margin: 0in 0in 10pt">Effect: A rocky coating covers the targets eyes obstructing his vision and applying the “BLINDED” aspect.

<p style="margin: 0in 0in 10pt">Variations: Power levels may be changed based on the target’s ability to oppose the spell. Additional shifts can be added to increase the difficulty of the opposition, increase the duration, to affect multiple targets, or to be cast at longer range.

Stone Skin
<p style="margin: 0in 0in 10pt">Type: Earth Evocation Defensive, Armor Power: varies, typically 4 shifts Control: Roll Discipline plus appropriate specializations and focus items Target: One creature, usually the caster Duration: One Exchange

<p style="margin: 0in 0in 10pt">Effect: A rocky coating covers the caster acting as armor. The value is half the shifts of effect rounded down.

<p style="margin: 0in 0in 10pt">Variations: Additional shifts can be applied to increase the amount of armor, duration, or to target other creatures close by and at range.

Stone Spike
<p style="margin: 0in 0in 10pt">Type: Earth Evocation Offensive, Attack Power: varies, typically 4 shifts Control: roll Discipline plus appropriate specializations and focus items Target: One Creature Duration: Instant

<p style="margin: 0in 0in 10pt">Effect: A spike of stone rises from the ground impaling its target with a weapon strength equal to the shifts of power. This spike occurs even if there is no source of stone to produce it and disappears immediately after the damage is done or the attack misses.