Earth Magic
Earth Magic spells relate to, use, or affect, earth, rock, stone, and the like (including
spells pertaining to crystals, glass, sand, and metal).
Earth Forms
Deadly Wrath Of Tyrannon Special Effect: Stone
needles erupt from the victim’s flesh.
Cost Throne Powers and Skills END
69 Earth Passage: Tunneling 7” through
DEF 7 material, Fill In, x8 Noncombat,
Reduced Endurance (½ END; +¼) 2
11 Stone Body: Armor (6 PD), Hardened (+¼) 0
Additional Multipower Slots:
4u 1) Earth Barriers: Entangle 8d6, 5 DEF,
Variable Special Affect (any mineral substance;
+¼); Only To Create Barriers (-1) 8
6u 2) Earthmoving: Telekinesis (50 STR),
Reduced Endurance (½ END; +¼); Only
Versus Earth/Rock (-½) 4
6u 3) Tremors: Energy Blast 12d6, Explosion
(+½), Personal Immunity (+¼); No Range
(-½), Only Affects Targets On The Ground
(-¼), Only Does Knockdown, Not
Knockback (-0) 10
6u 4) Earth Lance: Energy Blast 8d6,
Indirect (+¾); Target Must Be Within 8”
Of Earth Or Rock (-¼) 5
9u 5) Augment Earth: Succor Earth Powers
9d6, any Earth power one at a time (+¼),
Ranged (+½), Reduced Endurance
(½ END; +¼) 4
9u 6) Quell Earth: Drain Earth Powers
4½d6, any Earth power one at a time
(+¼), Ranged (+½), Reduced Endurance
(½ END; +¼) 4
3 Power: Earth Powers Tricks 13-
2 SS: Geology 11-
Total Cost: +125 points
Cost Viceroy Powers and Skills END
45 Earth Passage: Tunneling 7” through
DEF 7 material, Fill In 4
7 Stone Body: Armor (4 PD), Hardened (+¼) 0
Additional Multipower Slots:
3u 1) Earth Barriers: Entangle 6d6, 5 DEF,
Variable Special Affect (any mineral substance;
+¼); Only To Create Barriers (-1) 8
5u 2) Earthmoving: Telekinesis (40 STR),
Reduced Endurance (½ END; +¼); Only
Versus Earth/Rock (-½) 3
5u 3) Tremors: Energy Blast 10d6,
Explosion (+½), Personal Immunity (+¼);
No Range (-½), Only Affects Targets On
The Ground (-¼), Only Does
Knockdown, Not Knockback (-0) 9
5u 4) Earth Lance: Energy Blast 7d6,
Indirect (+¾); Target Must Be Within
8” Of Earth Or Rock (within 8”; -¼)
3 Power: Mineral Tricks 12-
2 SS: Geology 11-
Total Cost: +75 points
Cost Emissary Powers and Skills END
30 Earth Passage: Tunneling 6” through
DEF 6 material 3
Total Cost: +30 points
Val Earth Form Disadvantages
10 Vulnerability: 2 x STUN from Sonic/
Vibration Attacks (Uncommon)
10 Vulnerability: 2 x BODY from Sonic/
Vibration Attacks (Uncommon)
OFFENSIVE SPELLS EARTHQUAKE
Effect: Telekinesis (40 STR) to cause/restrain earthquakes
Target: 10 km Radius/7 km Radius
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: No Range
Magic Roll Penalty: -12/-13
END Cost: 12/13
Description: This spell allows a caster to cause —
or calm — an earthquake.
Causing an earthquake involves damaging
structures and beings on the ground over a vast
area. Secondary effects may occur, such as buildings
collapsing, power and fuel lines rupturing,
rifts opening in the earth, or bodies of water
changing location or course. Earthquakes count
as Telekinesis that damages objects on the ground
over a wide area; typically, an earthquake has 5
points of STR per 1.0 rating on the Richter scale.
Thus, a 5.0 Richter quake has Telekinesis (25 STR).
To cancel or negate a quake, the character has
to be on the ground where the quake occurs. He
matches the Calming The Quake aspect of this
spell against the quake’s STR in a Strength Versus
Strength Contest. If the character wins, he stops
the quake from occurring in the area affected by
his power (if the quake is larger than that, the
effect continues, unabated, in area the character
cannot cover). If the quake wins, it occurs as
normal, though the GM may, in his discretion,
reduce its effect thanks to the character’s efforts
(the character’s STR may reduce the quake’s STR
on a 1-for-1 point basis, or maybe every BODY
the character got on his STR Roll reduces the
quake’s STR by some amount).
Game Information:
Cost P ower
37 Earthquake: Multipower, 150-point reserve; all
OAF Expendable (a pebble incised with runes,
Easy to obtain; -1), Gestures (-¼), Incantations
(-¼), No Range (-½), Requires A Magic
Roll (-½), Spell (-½)
3f 1) Summon Earthquake: Telekinesis (40 STR),
Area Of Effect (8m Radius Explosion [loses
5 STR per 1m radius area]; +¼), MegaArea
(1m = 1 km wide, broad, and deep; +1),
Personal Immunity (+¼); common Limitations
listed above, plus Only Affects Targets On The
Ground (-¼)
3f 2) Calming The Quake: Telekinesis (40 STR),
Area Of Effect (8m Radius; +½), MegaArea
(1m = 1 km wide, broad, and deep; +1);
common Limitations listed above, plus Only To
Stop Earthquakes (-1½)
Total cost: 43 points.
Options:
1) Strong Spell: Increase reserve to 225 points
and both slots to Telekinesis (60 STR). Total
cost: 65 points.
2) Weak Spell: Decrease to reserve to 112 points
and both slots to Telekinesis (30 STR). Total
cost: 33 points.
3) Free Spell: Total cost: 58 points.
4) Remove A +¼ Advantage: Decrease reserve to
135 points; total cost 39 points.
5) Remove A +½ Advantage: Decrease reserve to
120 points; total cost 35 points.
6) Remove A -¼ Limitation: Total cost 44 points.
7) Remove A -½ Limitation: Total cost 47 points.
8) Add A +¼ Advantage: Increase reserve to 165
points; total cost 48 points.
9) Add A +½ Advantage: Increase reserve to 180
points; total cost 52 points.
10) Add A -¼ Limitation: Total cost 41 points.
11) Add A -½ Limitation: Total cost 38 points.
Hero System Grimoire n Elemental Magic: Earth 125
kkHANDS OF STONE
Effect: Entangle 4d6, 6 PD/6 ED
Target: One character
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 600m
Magic Roll Penalty: -5
END Cost: 5
Description: With this spell, an earth mage can
cause a gigantic hand (or hands) of stone to reach
up from the ground and grab hold of a single
person, imprisoning him until he breaks out, or
someone breaks him out.
Game Information: Entangle 4d6, 6 PD/6 ED (50
Active Points); OAF Expendable (miniature hand
carved out of stone, Difficult to obtain; -1¼),
Gestures (-¼), Incantations (-¼), Only Affects
Targets On The Ground (-¼), Requires A Magic
Roll (-½), Spell (-½). Total cost: 12 points.
Options:
1) Strong Spell: Increase to Entangle 6d6, 8 PD/8
ED. 70 Active Points; total cost 17 points.
2) Weak Spell: Decrease to Entangle 2d6, 4 PD/4
ED. 30 Active Points; total cost 7 points.
3) Free Spell: Total cost: 18 points.
4) Remove A -¼ Limitation: Total cost 13 points.
5) Remove A -½ Limitation: Total cost 14 points.
6) Add A +¼ Advantage: 62 Active Points; total
cost 15 points.
7) Add A +½ Advantage: 75 Active Points; total
cost 19 points.
8) Add A -¼ Limitation: Total cost 12 points.
9) Add A -½ Limitation: Total cost 10 points.
kkLAVA BLAST
Effect: RKA 1d6, NND, Does
BODY, +1 Increased STUN
Multiplier, Indirect
Target: 1m radius
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 20m
Magic Roll Penalty: -6
END Cost: 6
Description: This spell opens a cleft in the ground
beneath the target’s feet, and from the cleft spurts
red-hot lava and rocks.
Game Information: RKA 1d6, Area Of Effect
(1m Radius; +¼), NND (defense is Life Support
[Safe Environment: Intense Heat] or having the
Protection From Fire spell active; +1), Does
BODY (+1), +1 Increased STUN Multiplier (+¼),
Indirect (Path is always from the ground; +¼)
(56 Active Points); OAF Expendable (piece of
pumice charred in a fire, Difficult to obtain; -1¼),
Gestures (-¼), Incantations (-¼), Limited Range
(20m; -¼), Only Affects Targets On Or Within 2m
Of The Ground (-0), Requires A Magic Roll (-½),
Spell (-½). Total cost: 14 points.
Options:
1) Strong Spell: Increase to RKA 2d6. 112 Active
Points; total cost 28 points.
2) Weak Spell: Decrease to RKA ½d6. 37 Active
Points; total cost 9 points.
3) Free Spell: Total cost: 20 points.
4) Remove A +¼ Advantage: 52 Active Points;
total cost 13 points.
126 n Elemental Magic: Earth Hero System 6th Edition
5) Remove A +½ Advantage: 49 Active Points;
total cost 12 points.
6) Remove A -¼ Limitation: Total cost 15 points.
7) Remove A -½ Limitation: Total cost 16 points.
8) Add A +¼ Advantage: 60 Active Points; total
cost 15 points.
9) Add A +½ Advantage: 64 Active Points; total
cost 16 points.
10) Add A -¼ Limitation: Total cost 13 points.
11) Add A -½ Limitation: Total cost 12 points.
kkSTONE INTO MUD
Effect: Minor Transform 12d6
Target: See text
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 100m
Magic Roll Penalty: -6
END Cost: 6
Description: This powerful spell converts stone
into mud. The caster controls the consistency of
the mud; it can be fairly firm, very wet and soupy,
or something in between.
At its most basic level, all this spell does is
lower the PD/ED of the substance from 5/10
(stone) to 0/4 (earth), but the secondary effects
may be more significant. If the caster Transforms
part of a stone pillar or wall into mud, he could
cause the structure it supports to fall down, killing
everyone inside. Similarly, a proper application of
this spell can create an opening in a stone wall.
Per 6E2 170-173, a boulder has 13 BODY,
5 PD, and 10 ED, while dirt has 10 BODY, 0 PD,
and 4 ED. Therefore, using the Standard Effect
Rule, and assuming a “boulder” is roughly 1 cubic
meter of stone, this spell Transforms up to three
cubic meters of stone to mud per casting.
Game Information: Minor Transform 12d6 (stone
into mud; heals back through another application
of this spell or the passing of aeons) (standard
effect: 42 BODY) (60 Active Points); OAF Expendable
(ball of mud, Easy to obtain; -1), Gestures
(-¼), Incantations (-¼), Limited Range (100m;
-¼), Limited Target (stone; -½), Requires A Magic
Roll (-½), Spell (-½). Total cost: 14 points.
Options:
1) Strong Spell: Increase to Minor Transform
14d6. 70 Active Points; total cost 16 points.
2) Weak Spell: Decrease to Minor Transform
10d6. 50 Active Points; total cost 12 points.
3) Free Spell: Total cost: 18 points.
4) Remove A -¼ Limitation: Total cost 15 points.
5) Remove A -½ Limitation: Total cost 16 points.
6) Add A +¼ Advantage: 75 Active Points; total
cost 18 points.
7) Add A +½ Advantage: 90 Active Points; total
cost 21 points.
8) Add A -¼ Limitation: Total cost 13 points.
9) Add A -½ Limitation: Total cost 13 points.
kkSUBTERRANEAN PRISON
Effect: Extra-Dimensional Movement,
Usable As Attack
Target: One character
Casting Time: 5 Minutes
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 40m
Magic Roll Penalty: -5
END Cost: 20
Description: This terrible spell thrusts the target
into an unlighted, unequipped stone cyst miles
beneath the surface of the earth. With nothing but
rock surrounding him for miles, the victim can
only hope that he starves to death before madness
sets in.
Because this spell takes a lot of time and effort
to cast, it works best on persons the caster already
has at a disadvantage.
Game Information: Extra-Dimensional Movement
(to the point in the “subterranean prison dimension”
corresponding to the target’s current location
on the surface of the earth), Usable As Attack
(stopped by Power Defense; +1¼), Limited Range
(40m; +¼) (55 Active Points); OAF Expendable
(a miniature stone box, completely sealed and
unopenable, inlaid with gold fittings and gems,
Extremely Difficult to obtain; -2), Concentration
(0 DCV throughout casting; -1), Extra Time (5
Minutes; -2), Gestures (throughout casting; -½),
Incantations (throughout casting; -½), Increased
Endurance Cost (x4 END; -1½), Requires A Magic
Roll (-½), Spell (-½). Total cost: 6 points.
Options:
3) Free Spell: Total cost: 7 points.
4) Remove A +¼ Advantage: 49 Active Points;
total cost 5 points.
5) Remove A +½ Advantage: 44 Active Points;
total cost 5 points.
6) Remove A -¼ Limitation: Total cost 6 points.
7) Remove A -½ Limitation: Total cost 6 points.
8) Add A +¼ Advantage: 60 Active Points; total
cost 6 points.
9) Add A +½ Advantage: 66 Active Points; total
cost 7 points.
10) Add A -¼ Limitation: Total cost 6 points.
11) Add A -½ Limitation: Total cost 5 points.
kkWIZARD’S CATAPULT
Effect: RKA 3d6, Indirect
Target: One character
Casting Time: 1 Turn
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 450m
Magic Roll Penalty: -7
END Cost: 7
Description: This spell, primarily considered a
form of battle magic, hurls large boulders at a
target (typically a castle or other large, immobile
object, since it takes so long to cast that other
targets can get out of the way easily).
Hero System Grimoire n Elemental Magic: Earth 127
Game Information: RKA 3d6, +1 Increased STUN
Multiplier (+¼), Indirect (Source Point is always
the caster, but the Path can arc above intervening
obstacles; +¼) (67 Active Points); OAF
Expendable (miniature model of a catapult made
of fine wood and silver wire, Very Difficult to
obtain; -1½), Extra Time (1 Turn; -1¼), Gestures
(throughout; -½), Incantations (throughout; -½),
Requires Large Boulders (-½), Requires A Magic
Roll (-½), Spell (-½). Total cost: 11 points.
Options:
1) Strong Spell: Increase to RKA 4d6. 90 Active
Points; total cost 14 points.
2) Weak Spell: Decrease to RKA 2d6. 45 Active
Points; total cost 7 points.
3) Free Spell: Total cost: 14 points.
4) Remove A +¼ Advantage: 56 Active Points;
total cost 9 points.
5) Remove A +½ Advantage: 45 Active Points;
total cost 7 points.
6) Remove A -¼ Limitation: Total cost 12 points.
7) Remove A -½ Limitation: Total cost 12 points.
8) Add A +¼ Advantage: 79 Active Points; total
cost 13 points.
9) Add A +½ Advantage: 90 Active Points; total
cost 14 points.
10) Add A -¼ Limitation: Total cost 10 points.
11) Add A -½ Limitation: Total cost 10 points.
DEFENSIVE SPELLS
kkSTONYSKIN
Effect: Resistant Protection
(5 PD/5 ED)
Target: Self
Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Range: Self
Magic Roll Penalty: -1
END Cost: 1
Description: Stonyskin is one of the premiere
defensive spells of elemental wizards. It turns the
caster’s skin to mystic stone that provides protection
against blows, but does not diminish his
agility or sense of touch, nor weigh him down.
Game Information: Resistant Protection (5 PD/5
ED) (15 Active Points); OAF Expendable (chip of
polished stone, Easy to obtain; -1), Costs Endurance
(-½), Gestures (-¼), Incantations (-¼),
Requires A Magic Roll (-½). Total cost: 4 points.
Options:
1) Strong Spell: Increase to Resistant Protection
(7 PD/7 ED). 21 Active Points; total cost 6
points.
2) Weak Spell: Decrease to Resistant Protection
(5 PD/3 ED). 12 Active Points; total cost 3
points.
3) Free Spell: Total cost: 6 points.
4) Remove A -¼ Limitation: Total cost 5 points.
5) Remove A -½ Limitation: Total cost 5 points.
6) Add A +¼ Advantage: 19 Active Points; total
cost 5 points.
7) Add A +½ Advantage: 22 Active Points; total
cost 6 points.
8) Add A -¼ Limitation: Total cost 4 points.
9) Add A -½ Limitation: Total cost 4 points.
10) Limited Duration Spell: Replace Costs Endurance
(-½) with Time Limit (duration of 1
hour, +10 minutes for each point by which
the caster succeeds with a Magic roll; -¾).
Total cost: 4 points.
kkWALL OF EARTH
Effect: Barrier 4 PD/4 ED, 5 BODY
(up to 12m long, 4m tall,
and 1m thick), Opaque
Target: Area
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 20m
Magic Roll Penalty: -5
END Cost: 5
Description: This spell allows the caster to cause
a wall of earth and soil to provide cover for his
friends or hinder the movement of his foes.
When successfully created, a Wall Of Earth can
be up to 8m long and 3m tall. For every 1 point
by which the caster succeeds with his Magic roll,
he can increase the length or height by +1m to a
maximum of 12m long and 4m tall.
Game Information: Barrier 4 PD/4 ED, 5 BODY
(up to 12m long, 4m tall, and 1m thick), Opaque
(46 Active Points); OAF Expendable (small mud
brick formed by the caster, Easy to obtain; -1),
Gestures (-¼), Incantations (-¼), Limited Range
(20m; -¼), Requires A Magic Roll (-½). Total cost:
14 points.
Options:
1) Strong Spell: Increase to up to 18m long, 6m
tall, and 2m thick. 56 Active Points; total cost
17 points.
2) Free Spell: Total cost: 20 points.
3) Remove A -¼ Limitation: Total cost 15 points.
4) Remove A -½ Limitation: Total cost 17 points.
5) Add A +¼ Advantage: 57 Active Points; total
cost 17 points.
6) Add A +½ Advantage: 69 Active Points; total
cost 21 points.
7) Add A -¼ Limitation: Total cost 13 points.
8) Add A -½ Limitation: Total cost 12 points.
9) Controlled Wall: The caster can make the Wall
disappear at will. Add Dismissable. 51 Active
Points; total cost 16 points.
128 n Elemental Magic: Earth Hero System 6th Edition
kkWALL OF STONE
Effect: Barrier 6 PD/10 ED, 11
BODY (up to 12m long,
4m tall, and 1m thick),
Opaque (Sight Group)
Target: Area
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 20m
Magic Roll Penalty: -6
END Cost: 6
Description: This spell resembles Wall Of Earth,
but allows the caster to create a much more
durable wall of solid rock instead. He can control
the appearance/texture of the wall, making it as
smooth as a polished flagstone or as rough as a
rocky mountainside.
When successfully created, a Wall Of Stone can
be up to 8m long and 3m tall. For every 1 point
by which the caster succeeds with his Magic roll,
he can increase the length or height by +1m to a
maximum of 12m long and 4m tall.
Game Information: Barrier 6 PD/10 ED, 11 BODY
(up to 12m long, 4m tall, and 1m thick), Opaque
(Sight Group) (63 Active Points); OAF Expendable
(small cube of stone with a rune etched in
each side, Difficult to obtain; -1¼), Gestures (-¼),
Incantations (-¼), Limited Range (20m; -¼),
Requires A Magic Roll (-½). Total cost: 18 points.
Options:
1) Strong Spell: Increase to up to 18m long, 6m
tall, and 2m thick. 73 Active Points; total cost
21 points.
2) Free Spell: Total cost: 28 points.
3) Remove A -¼ Limitation: Total cost 19 points.
4) Remove A -½ Limitation: Total cost 21 points.
5) Add A +¼ Advantage: 79 Active Points; total
cost 22 points.
6) Add A +½ Advantage: 94 Active Points; total
cost 27 points.
7) Add A -¼ Limitation: Total cost 17 points.
8) Add A -½ Limitation: Total cost 16 points.
9) Controlled Wall: The caster can make the Wall
disappear at will. Add Dismissable. 68 Active
Points; total cost 19 points.
10) Wall Of Spiked Stone: This variant spell
creates a Wall Of Stone with sharp stone
spikes on one side (typically the side facing
away from the caster. Add: RKA 1d6,
Constant (+½), Area Of Effect (Surface large
enough to cover Barrier, Damage Shield; +1),
Armor Piercing (+¼), Reduced Endurance
(0 END; +½), Time Limit (lasts until Barrier
is destroyed; +½) (56 Active Points); OAF
Expendable (small cube of stone with a rune
etched in each side, Difficult to obtain; -1¼),
Gestures (-¼), Incantations (-¼), Limited
Range (20m; -¼), Linked (-½), Requires A
Magic Roll (-½). Total cost: 14 points; total
cost of spell 32 points.
MOVEMENT SPELLS
kkDIG TUNNEL
Effect: Tunneling 12m through
6 PD material
Target: Self
Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Range: Self
Magic Roll Penalty: -2
END Cost: 2
Description: This spell creates a tunnel through
earth, or even through solid rock! It does not,
however, affect worked stone walls.
Game Information: Tunneling 12m through 6 PD
material (24 Active Points); OAF Expendable (tiny
silver shovel, Difficult to obtain; -1¼), Gestures
(-¼), Incantations (-¼), Limited Medium (natural
soil and rock only; -½), Requires A Magic Roll
(-½). Total cost: 6 points.
Options:
1) Weak Spell: Decrease to Tunneling 6m. 18
Active Points; total cost 5 points.
2) Free Spell: Total cost: 10 points.
3) Remove A -¼ Limitation: Total cost 7 points.
4) Remove A -½ Limitation: Total cost 7 points.
5) Add A +¼ Advantage: 30 Active Points; total
cost 8 points.
6) Add A +½ Advantage: 36 Active Points; total
cost 10 points.
7) Add A -¼ Limitation: Total cost 6 points.
8) Add A -½ Limitation: Total cost 6 points.
9) Fillable Tunnel: Add Fill In. 34 Active Points;
total cost 9 points.
MISCELLANEOUS SPELLS
kkCREATE TOWER
Effect: Summon one tower built
on up to 300 Total Points
Target: Special
Casting Time: 1 Hour
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: No Range
Magic Roll Penalty: -13
END Cost: 13
Description: This powerful incantation allows a
caster to create a stone tower out of nothingness.
The caster must create the tower on cleared, level
ground, or by adding onto an existing structure;
he cannot raise the tower in such a way as to
destroy another structure or the like.
Hero System Grimoire n Elemental Magic: Earth 129
Game Information: Summon one tower built on
up to 300 Total Points, Expanded Class (any type
of stone tower or like structure; +¼), Slavishly
Devoted (+1) (135 Active Points); OAF Expendable
(miniature gold tower, studded with gems,
Extremely Difficult to obtain; -2), Concentration
(0 DCV throughout; -1), Extra Time (1 Hour;
-3), Gestures (throughout; -½), Incantations
(throughout; -½), Requires A Magic Roll (-½).
Total cost: 16 points.
Options:
1) Strong Spell: Increase to Summon one tower
built on up to 400 Total Points. 180 Active
Points; total cost 21 points.
2) Weak Spell: Decrease to Summon one tower
built on up to 200 Total Points. 90 Active
Points; total cost 11 points.
3) Free Spell: Total cost: 21 points.
4) Remove A +¼ Advantage: 120 Active Points;
total cost 14 points.
5) Remove A +½ Advantage: 105 Active Points;
total cost 12 points.
6) Remove A -¼ Limitation: Total cost 17 points.
7) Remove A -½ Limitation: Total cost 17 points.
8) Add A +¼ Advantage: 150 Active Points; total
cost 18 points.
9) Add A +½ Advantage: 165 Active Points; total
cost 19 points.
10) Add A -¼ Limitation: Total cost 15 points.
11) Add A -½ Limitation: Total cost 15 points.
kkSTONESHAPING
Effect: Minor Transform 10d6
(reshape stone objects)
Target: One stone object
Casting Time: 1 Turn
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: No Range
Magic Roll Penalty: -5
END Cost: 5
Description: This spell allows a character to
reshape a single stone object. He could, for
example, create a hole in a stone block, change
the posture of a statue, turn a boulder into a
statue (assuming he has a Skill to do so, such as
PS: Sculptor), or the like. For larger stone objects
(such as huge blocks), the wizard may need to cast
the spell repeatedly to fully change the object’s
shape. This spell does not affect living or mobile
beings of stone, such as stone golems.
Game Information: Minor Transform 10d6 (stone
object into differently-shaped stone object) (50
Active Points); OAF Expendable (tiny golden
chisel, Very Difficult to obtain; -1½), Extra Time
(1 Turn; -1¼), Gestures (throughout; -½), Incantations
(throughout; -½), Limited Target (stone; -¼),
No Range (-½), Requires A Magic Roll (-½), Spell
(-½). Total cost: 8 points.
Options:
1) Strong Spell: Increase to Minor Transform
12d6. 60 Active Points; total cost 9 points.
2) Weak Spell: Decrease to Minor Transform
8d6. 40 Active Points; total cost 6 points.
3) Free Spell: Total cost: 10 points.
4) Remove A -¼ Limitation: Total cost 8 points.
5) Remove A -½ Limitation: Total cost 8 points.
6) Add A +¼ Advantage: 62 Active Points; total
cost 9 points.
7) Add A +½ Advantage: 75 Active Points; total
cost 11 points.
8) Add A -¼ Limitation: Total cost 8 points.
9) Add A -½ Limitation: Total cost 7 points