Earth (Color = Brown, Associated Stat = Strength): The Earth school deals with the physical mass, substance, and material. It covers all states of matter (Gas, Liquid, and Solid). Air, or rather gases, fall under this school, and even if they appear to be weightless or intangible, they still have mass. The Earth School can manipulate materials, enhance them, transform them, and destroy them. It cannot heat/cool matter, nor can it transform substances into living creatures or energy (other schools of magic are needed in conjunction to accomplish these changes).
The school of magic known as Earth, wizards that practice it are sometimes called Transmuters. They stand as a testament to the ancient and mystical art of manipulating matter itself. Adepts of this school wield the ability to shape and transmute the very fabric of the physical world, mastering the elements in their solid, liquid, and gaseous states. This profound magical discipline is open to both Divine and Arcane spellcasters, drawing upon the fundamental forces that bind the universe together. Transmuters possess a diverse range of abilities that grant them control over the essence of the Earth. With a mere thought, they can transform a mundane wooden bucket into a delicate glass goblet or transmute an imposing iron door into a puff of smoke that floats away on a current of air. This mastery over matter extends to the creation of walls made of solid ice, manifesting structures that defy the laws of nature or conventional engineering.
One of the most remarkable facets of Earth magic lies in its precision. Transmuters can alter specific properties of materials without affecting others, allowing them to fashion transparent steel or craft ice that refuses to yield to the warmth of its surroundings. This ability to selectively manipulate the physical properties of objects grants them unparalleled versatility in the art of transmutation. Adept transmuters can shape even the hardest materials into intricate and useful forms. They can craft tools and weapons with unparalleled efficiency, turning raw elements into objects of great utility. The Earth mage's creations are limited only by their imagination, as they can seamlessly shift between manipulating the mundane and crafting the extraordinary.
In the strong hands of a skilled transmuter, the very environment becomes a canvas for magical expression. They can summon acid rain to corrode and dissolve obstacles in their path or conjure a deadly cloud of poison to incapacitate foes. The versatility of Earth magic allows transmuters to adapt to various situations, turning the battlefield into a dynamic arena where the elements become weapons and tools. For most, studying Earth magic is a lifelong journey, and those who delve into its mysteries uncover the secrets of matter and substance. Transmuters are revered for their ability to shape reality, embodying the profound connection between the arcane and the physical world. Whether crafting marvels or unleashing destructive forces, Earth mages stand as masters of transformation, wielding the power to reshape the very foundation of existence.
First Rank - mage learns to see not only the object but also the nature of the object. By scrutinizing them, a mage can tell you what it’s made of, whether it’s a composite, if it’s damaged if there are variations in purity, and how it might be made to interact with other objects. Used with Probability or Power/Forces, this School can also be valuable for breaking objects. Of course, mages cannot yet directly influence the objects they observe, but they can better understand and appreciate the fundamental nature of physical things.
Examples of 1st Rank:
Detect Poison - the mage can identify poisonous/toxic materials
Analyze Liquids - provides compositional elements within liquids
Analyze Objects - the mage gains insight into the type, relative age, and physical makeup of objects. With the addition of associate skills, more knowledge can be gained.
Clean/Polish - restore the luster to a tarnished silver plate, polish jewelry, steel or stone.
Notes: simply possessing Earth at this rank can provide a +1 bonus (at the whim of the GM) to Alchemy, Cooking, or Poison identification/creation attempts.
Second Rank - To a Mage, turning lead into gold isn’t all that complicated, just a minor alteration of the object. A mage of this level can briefly change one element to another similar element without changing its size, shape, temperature, or physical state. Only simple and inert forms of Earth can be made at this level – nothing magical, nothing radioactive. A mage might get through a door by turning the iron lock to tin. Conversely, he can strengthen a clay pot by turning it into marble. Such changes are very temporary and generally on a very small scale, but they can be extremely useful.
Examples of 2nd Rank:
Simple Transmutation- temporally change lead into ceramics or clay to stone (items in the same family, metal to metal, earth to stone, etc.).
Conjure Materials – temporally conjure simple substances by adding in Primal Essence. The wizard can create water, a gold coin, or a marble cube out of thin air.
Alter liquids - temporarily change water into orange juice, oil, or acid
Detect Magical Alterations/Transmutations - determine if materials have been altered by magic, and on a good roll of the dice, determine its original material.
Purify Substances – with additional schools (forces for metal as an example), the wizard can separate copper from bronze or iron from steel. By crushing stone into sand, he could separate limestone from obsidian. A wizard could remove toxins from water or air but would require dimension and distance to affect any tangible volume.
Third Rank - The mage's control over physical substances grows stronger. More pronounced alterations and transmutations are possible. The mage can now alter the composition in complex materials and alloys still on a temporary basis. Minor repairs can also be accomplished at this stage, which are limited to small cracks, rips in cloth, or restoration of worn parts. With Primal Essence, the mage can create simple materials from thin air that will exist for a short duration.
Examples of 3rd Rank:
Transmutation- temporally change steel into clay or wood to stone.
Conjure Alloys – temporally create a steel arrowhead and bronze belt buckle out of thin air.
Repair - repair rips in cloth and cracks in metal or stone, and restore worn items/paint permanently.
Fortify - Temporary strengthen materials that makeup objects (+1 to PDR), quite handy on medium or heavy armor.
Shatter – glass, crystal, and even gems with the wave of his hand.
Fourth Rank - The mage can now play with the form of an object as well as its composition. He can make sculptures without tools, repair fractured objects, or force other objects to fall apart. He can create mixtures and tear those mixtures apart at a whim. Typically, alterations to shape or form are permanent.
Examples of 4th Rank:
Craft Simple Objects - transform materials into useful items. Small stone into a bowl, wood into arrows, or a dagger into a small hammer.
Fixit - repair a cracked wagon wheel, resurface a wall, restore a broken glass cup or a cracked gem.
Weaken - weaken materials by reducing hit points or PDR.
Conjure Complex Objects – Temporally create a longsword, a bucket, or a bronze chain.
Excavate – Dig tunnels, trenches, and wells in no time; bracing is another matter, however.
Transform Similar Substances – Lead into Gold, Stone into Gems, are but a few examples. Such alterations are often permanent and cannot be dispelled.
Notes: Possessing appropriate crafts skills, such as weaponsmithing, could allow a wizard to conjure a working crossbow that has moving parts. A wizard is skilled in tailoring could conjure a custom-tailored set of robes for himself instead of a simple set of robes.
Fifth Rank - The mage can now create objects using elements from other objects and with intricate parts (as long as he has the mundane knowledge to do so). At this level, the mage could cause a pile of junk to form usable weapons or armor or transform a piece of wood into a clock. With Power/Forces, he can transform energy into objects, turning a lightning bolt into a pillar of silver, and with Life he can alter the structure of living things, turning a canary into a golden songbird. Primal Essence energy is still needed to create something from nothing – but at this level, a mage can literally pull a sword from nowhere.
Examples of 5th Rank:
Craft Complex Objects - transform materials into useful items. A pile of wood and rusted metal into a functional wagon. Such transformation would be permanent.
Large Construction - smooth out and polish the walls of a cave, transforming them into a glass-like sheen. Shape/sharpen metal without the use of a force or heat. Such alterations would be permanent.
Alter Properties - Temporarily make flexible steel or transparent aluminum
Notes: Again, appropriate craft skill will produce superior results with respect to transformations or construction. A carpenter could erect a two-story house from a pile of logs, while a wizard without the skill would be limited to a single-story structure – GM has the final say. Also, Dimension & Distance will have a great amount of influence on the size of objects that can be fashioned.
Sixth Rank - The mage can now influence Earth directly and with precision. Alter or remove multiple physical properties of materials (boiling point, specific gravity, or freezing point). Although he cannot create mythical metals such as Mytheril or Admantite, he can manipulate them, giving them form and shape. He can blend them with other materials to produce magical alloys or separate them from alloys to produce a pure product.
Examples of 6th Rank:
Manipulate Magical Metals - work mithril, adamantite, and other fantastic metals.
Alter Materials - create metals that do not melt and water that will not freeze.
Manipulate Density/Volume – a mage can change the mass of objects, thus affecting their weight. A boulder can be as light as a feather. Conversely, a feather can become as heavy as an anvil.
Seventh Rank - The Master can create entirely new objects or landscapes with whatever physical properties he desires. He can create objects with properties independent of any physical laws and in every way impossible. With a little Power/force, radioactive or magnetic elements are now within his grasp, as are substances that change spontaneously to stimulus. With the addition of Primal Essence, the master can create fantastic metals such as Mytheril or adamantite.
Examples of 7th Rank:
Create Magical Metals - create fantastic metals (requires Primal Essence)
Create New Materials - create new material with various properties desired by the master.
Create Reactive Elements - radioactive, magnetic, etc. (requires Power/forces)
Create or Fill Underground Caves – with the addition of Dimension & Distance, entire cave structures can be filled in or created to the whim of the wizard. Dungeons, mazes, or towers can be created in a few minutes.