Beginner Spells (T0)
Ground magic is freeform at T0. This means you can do anything similar to the spells listed below, passively.
Mage’s Stone – Caster can manipulate a small nearby stone to be flung in any direction within 20 feet.
Pocket Sand – Caster can manipulate a small stone and crush it into dust, which can be thrown into an opponent’s eye for temporary blindness. This effect lasts one turn.
Slip – This can only be done during rain and on wet earth. The spellcaster can purposefully shift terrain under their foe to make them slip. Of course, this will prove to be ineffective if their opponent is wearing armour of any sort–or is generally heavy.
Bind – The caster is capable of binding brick and other building materials together with their magic, allowing them to contribute significantly to constructing stone structures.
Carve – What might take a stonemason days could take a skilled earth spellcaster mere hours. The caster carves out a desired shape from or into stone, leaving behind an etching, or even an entire sculpture when done carefully enough. The shape will be noticeably crude, however. Mistakes cannot be undone.
Novice Spells (T1)
Tremor – The caster is capable of lifting and then slamming both hands upon the ground, causing the ground to crack/splinter underneath their target(s). The erupting stones can break gambeson armour and cause minor lacerations while grounding them in a kneeling position.
Toss – Caster is capable of picking up a small amount of ground (stone, mud, dirt). This ball of Earth can be thrown at a target that is capable of knocking a man onto their knees. It does not have enough force to break any bone, but it can crack small digits, such as fingers or toes, if aimed correctly. It cannot damage armor in any meaningful way. Additionally, it has a range of 20 feet before falling apart.
Spikes – The caster can manipulate nearby stone that can be sprouted out into small spikes, to sizes of one (1) foot to five (5) feet, to trap the opponent or be sent out towards an opponent as a projectile at speeds akin to a slingshot. The spikes can break through weaker armor, such as leather, and leave small, shallow cuts and stabs. (15 ft).
Dust Clouds – A spellcaster can manipulate the stone underneath them and form it into a thick dust cloud that surrounds the caster by a 5x5 sphere. Anyone inside will begin coughing if they are not wearing a mask. Strong winds can easily disperse this cloud.
Stone Pillar – Pulling a rock from the ground or conjuring it, the caster raised the ground beneath them in a 10x10 ft area, giving the spellcaster an island of stone to stand on, avoiding most area of effect spells.
Earthly Grasp – The ground shifts up to the target's ankles and compresses around their feet, holding them in place for one turn, unless they are an Adept Grounded user, who may break out. This spell has a range of 15 ft, and while it is great for unsuspecting foes, it is incredibly easy to break out of.
Great Fist – Small rocks and pebbles encase the Mage’s arm and add a significant amount of weight to their strikes, allowing it to bruise flesh through gambeson and chainmail. Lasts for only two actions and takes one turns to form fully.
Earthly Transmutation – The caster casts into a general area of soil, and that soil begins to change, its properties shifting, allowing it to be sand. This area of effect is about a 20x5 ft rectangle. The mage can use this about three times per encounter.
Sandhold – By manipulating pre-existing sand, the user shapes it into a mound that moves like water and is 6'8'' ft and 3ft wide. After being casted, the spell lasts for three turns before needing to be recasted, and can be used to block projectiles such as arrows, or even grab and restrain targets. The hand has just about the same amount of strength as the caster.
Sand Hail – With a rise of the caster’s catalyst, pre-existing sand begins to rise in front of them and take the shape of icicles. This flurry of sand can be sent at a target to stagger them slightly and is capable of ripping open gambeson in the targeted area. Has an effective range of 15ft, and sand travels at 20 MPH.
Intermediate Spells (T2)
Detection – Being more advanced, a spellcaster with this spell can detect the movement of others around them in an area of 15x15 feet. This ability requires the opponent and user to be on Earth, and they must be moving to be sensed.
Blockage – A spellcaster makes a lifting motion with their hands or a catalyst, heaving a wall of stone upwards from the terrain below them as a barrier or shield to block an opponent (7x7 ft), or give their allies extra time to escape. This wall can take up to three (3) physical strikes to break away and crumble; any attack capable of destroying stone with great efficiency will destroy the blockage with ease.
Gauntlet – The spellcaster surrounds their fists with gauntlets of stone, helpful in adding an extra force against opponents (moderately denting plate) or blocking attacks. After three hits, these gauntlets will crumble. However, the stone can be utilised/compressed for other attacks, i.e., compressing the gauntlets to make them into 2 medium-sized rocks to shoot at your opponent with, having a range of 10 ft, but potentially fracturing a bone.
Shaken Earth – A miniature earthquake, centred on only one individual at a time. By shaking the terrain beneath an opponent, the caster can topple them or interrupt their movement during combat, with a max range of 50ft. However, their opponent can resist losing balance if successful in holding their ground.
Fling – The caster can fling up to 20 small rocks at once toward an opponent in combat. Although the spell seems simple, the same way a person would throw a rock, the spellcaster can do the same, but with 20. It requires intense concentration to move all these rocks simultaneously. They are mainly used to dent plate armour very slightly with every rock, taking a heavy toll on those without armour, severely bruising them.
Expert Spells (T3)
Shift – When on an earthly material, the caster can shift the ground violently in any direction. This can be used to push or pull an enemy, potentially knocking them over or into an oncoming attack. The opponent must be within 20 feet.
Uprise – When on an earthly material, the caster can lift the very ground beneath them into a pillar shape. When it shoots from the ground and into an opponent, it can cause broken bones on impact and will dent armour. If used beneath the caster, it can raise them to 10 feet for scaling walls.
Quicksand – Under wet terrain, the caster can immobilise one opponent at a time by sinking them underground (max of 4 ft). They can also use the soft earth to aid their launches or those of their allies.
Wave – Caster creates an enormous tidal wave (10x10 ft) made out of sand/mud, typically helpful in taking out several foes in one. The wave heaves backwards and can potentially engulf up to three people with sand. If struck, opponents will be trapped under the wave for a total of three turns, with sharp rocks cutting into gambeson and dealing minor cuts and slashes.
Dust Storm – The caster rapidly begins ripping small chunks of earth from the ground and launching them upwards, creating a storm made out of dirt, debris, and pebbles over a 50x50 ft vicinity. Not only will this destroy the environment, but it will also last up to five (3) turns. Those caught under this storm will be exposed to coughing fits, hazy vision, and the potential for pebble attacks. It would be best to traverse this with proper gear.
Master Spells (T4)
Landslide – The caster causes a violent movement of debris down a slope (50x50 ft) consisting of rock and earth. This creates a hazardous obstacle for those caught within it, capable of causing bone fractures and severely damaging any armor it comes into contact with, such as denting plates and shattering chain links. It will last up to 5 turns. If there is no slope nearby, the caster can push the ground up in front of or beside them up a hill for the spell to be cast. However, casting this will make it more obvious, and may allow others to avoid or dodge if they see it coming.
Catapult – Fixating on the terrain, the caster moulds several pieces of stone together to create a boulder, ranging to a maximum of 180 pounds. Alternatively, they can find a boulder of the same size (or smaller) and launch it at their opponent(s), so long as the caster is within a range of 10 feet of the boulder. Upon contact, it dents plate heavily and breaks multiple bones outright from the impact. This will fatigue the caster.
Beam – The spellcaster can create an intense beam of sand that can launch up to 30 feet, breaking bone and denting plate, sending the opponent toppling. This spell is considered dangerous due to the grains being able to shift into small openings of armour and generally reach armoured foes.
Once per combat, they can combine this beam of sand with small rocks to create a sharper, more dangerous attack.
Crack – When standing on stone, the spellcaster can make a slicing motion with a catalyst, or one of their limbs, whilst pointing at a targeted area. This targeted area will rupture, causing a fault in the earth (maximum size: 30x5 ft).
Rock Bomb – Creating a rock, full of sand and miniature shards of rock. It will roll onto a targeted portion of the battlefield, exploding on the caster's will. This burst of debris will propel those within a 10x10 ft vicinity backward, and crack bone wherever the rocks land.
Archon Spells (T5)
Shatter – Building up as much power as they can muster, a caster can shatter the battlefield. If on earthly material, the caster can shift the very ground itself into an uneven, split, and spiked terrain. This will cause enemies to tumble, trip, and be impaled by their feet. Those in metal boots will have one turn before the spikes penetrate and impale their feet. This manipulation of the ground extends 50 feet across the ground. The caster is unaffected by the alteration of terrain.