🪨 Tier Null / Unbound Earth Spells 🪨
#1. Mold Earth: Allows the caster to manipulate and control earth, sand, stone, clay, and other natural earthen materials to their will. A tier one caster could command a small amount of earth to envelop a small cup. A tier 12 caster can move entire mountains and deserts to their will.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
🪨 Tier 1 Earth Spells 🪨
#1. Stone Dart: Conjures a fast-moving dart made of sharpened stone that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the dart.
Casts Per Event: 12
Requires Concentration: No.
#2. Sandblast: Emits a blast of sand from the caster's hand. Equivalent to the amount of sand in a 5lbs sand bag, emitted in a cone from the caster's hand.
Tier: 1
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: No.
🪨 Tier 2 Earth Spells 🪨
(Temporarily N / A)
🪨 Tier 3 Earth Spells 🪨
#1. Summon Earth Familiar: Summons an earthen animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but is made of solid stone and dirt and is very durable. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Earth familiars, unlike others, are not immune to physical damage but are resistant to both physical and magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Rock Sling: Conjures a large ball of rock that hurls itself at foes.
Tier: 3
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the rock.
Casts Per Event: 10
Requires Concentration: No.
🪨 Tier 4 Earth Spells 🪨
#1. Stoneflesh: When cast, replaces the caster's skin or outer body with a 3-inch thick layer of stone. This increases the caster's physical damage resistance, particularly against piercing and slashing attacks, at the cost of becoming much, much weaker to blunt damage and only slightly impaired movement. This lasts for 15 minutes unless the caster dispels it; once the spell wears off, the caster's skin will return to normal.
Tier: 4
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the thickness of the stone to 5 inches, but further reduces movement / mobility. Also increases the duration of the spell to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Crystal Buckshot: When cast, conjures hundreds of tiny, sharp crystalline fragments that erupt from the caster's hand with extreme force. Capable of embedding themselves into flesh and shredding flesh as well. Less effective the farther away a target is from the caster.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the number of shards as well as the force they launch at.
Casts Per Event: 9
Requires Concentration: No.
🪨 Tier 5 Earth Spells 🪨
#1. Erupting Stalagmites: The caster chooses an area, and from that area large spikes of stone will quickly emerge from that area and impale anything above it. These spikes are capable of being made bigger or smaller; making them bigger increases their size but conjures less of them, while making them smaller decreases their size but conjures more of them. The spikes sink back down into the ground and disappear 5 seconds after emerging, unless the caster wishes to maintain them.
Tier: 5
Classification: CONJURATION
Maximize-able: Yes ; Increases the number and size of the spikes regardless, as well as their durability and sharpness.
Casts Per Event: 8
Requires Concentration: Yes.
#2. Stalactite Rain: The caster chooses a target or an area, and above that target, large spikes of stone will quickly rain down onto them and impale them. If the target runs, they also follow the target. These spikes are capable of being made bigger or smaller; making them bigger increases their size but conjures less of them, while making them smaller decreases their size but conjures more of them. The stalactites rain on the target or the chosen area for 2 and a half minutes unless the caster chooses to dispel the spell.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the number and size of the spikes regardless, as well as their durability and sharpness, and allows the spell to last for 5 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
🪨 Tier 6 Earth Spells 🪨
#1. Summon Earth Elemental: Summons an Earth Elemental to fight for you. These elementals are capable of casting earth spells tier 6 or lower, but cannot summon other earth elementals, only earth familiars. Earth Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Earth Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes; Causes the elemental to only cast maximized versions of tier 6 earth spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Boulder Sling: Conjures an extremely large boulder that hurls itself at an enemy and deals extremely heavy physical damage.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the boulder.
Casts Per Event: 7
Requires Concentration: No.
#3. Sinkhole: Cast this spell on a location, and the ground will quickly give way and open up into a large sinkhole 5m deep and 3m wide. The walls of this sinkhole are steep and the sinkhole itself is very difficult to climb out of. The sinkhole lasts for up to 15 minutes unless dispelled. Once the spell's duration is expired or the spell is dispelled, the earth will rise back up to where it was before the sinkhole was formed, carrying anything caught in it back to the surface. Can be cast on MOST surfaces, but not EVERY surface.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the sinkhole to 10m deep and 6m wide, and allows it to last for 30 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
🪨 Tier 7 Earth Spells 🪨
(Temporarily N / A)
🪨 Tier 8 Earth Spells 🪨
#1. Petrify: Touch a target and cast this spell. Once cast, the target will become petrified and completely turn to stone for 15 minutes. They are still conscious while this is happening, but cannot perform any action such as casting spells or moving. This effect lasts until the 15 minutes is up or until the caster dispels it.
Tier: 8
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration to 30 minutes.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Sandstream: Emits an extremely powerful ray of sand composed of pure earth magic that is capable of dealing devastating physical damage to anyone caught in its wake. The sand the ray is composed of is fired out at such strength that it will grind and shoot straight through physical objects, much more easily than other tier 8 beam spells would. This beam is capable of being made bigger or smaller; making it smaller concentrates it and allows it to cut through things easier, while making it bigger allows it to affect a wider area but only slightly impairs the cutting power of the beam.
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
🪨 Tier 9 Earth Spells 🪨
#1. Earthquake: When cast, causes a powerful, localized earthquake that violently destroys structures, creates great ripples in the ground, and shakes the very earth. This earthquake lasts for 30 minutes or until the caster dispels it. If there is already an earthquake, this spell and its effects are amplified.
Tier: 9
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the earthquake to last twice as long and affect a greater area, and increases its destructive power.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Sandstorm: When cast, conjures a powerful, localized sandstorm that can suffocate those caught inside of it and is guaranteed to blind them if they don't have something like piercing vision. Additionally, the sand conjured by this storm is rough and abrasive, and will gradually wear away organic and inorganic materials, becoming deadlier the longer one is caught in it. This sandstorm lasts for 30 minutes or until the caster dispels it. If there is already a sandstorm, the effects of this spell are amplified.
Tier: 9
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the sandstorm to last twice as long and affect a greater area, and increases its destructive power.
Casts Per Event: 4
Requires Concentration: Yes.
#3. Summon Greater Earth Elemental: Summons a fearsome, earthen Greater Earth Elemental to fight for you. These elementals are capable of casting earth spells tier 9 or lower, but cannot summon other greater earth elementals. Greater earth elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater earth elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 magnesis spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
🪨 Tier 10 Earth Spells 🪨
(Temporarily N / A)
🪨 Tier 11 Earth Spells 🪨
(Temporarily N / A)
🪨 Tier 12 Earth Spells 🪨
#1. Summon Icon of Eutherian: Summons the most powerful earth elemental, an Icon of Eutherian. This elemental is capable of casting every earth spell and can even summon other earth elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Eutherian lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all earth spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.