Temple of Earth Magic

Affinity to Earth 9 - 10
Assault of Stone 9 - 10
Bastion of Earth 9 - 10
Bind 3
Dispel Magic 1 - 8
Earthquake 8
Embody Earth Elemental 6 - 8
Entombment 9 - 10
Entrapment 6, 7
Magic Missile 1 - 8
Magic Missile Store 6 - 8
Mass Bind 6
Mass Weld 8
Protection from Earthquake 4 and 5
Reform 1 and 3
Rock Skin 7
Sanctuary of Earth 1 - 8
Sorcerer's Dispel 9 - 10
Spell Attunement 6 - 8
Stone Crafter 9 - 10
Stone Form 1 - 10
Weld 5
Wizard's Dispel 6

Affinity to Earth 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- The caster binds a portion of their own essence with that of the Earth itself such that they may far more easily tap into its energies.

At level 9 the Sorcerer with this spell in effect is always considered in element for Brown High Magic Spells.

At level 10 the Sorcerer is considered in element for Active Brown Arcane Spells of level 9.

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Assault of Stone 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Assault of Stone allows the caster to hold within his body a number of Battle and High Level Magic Missile Spells which can be released with a command phrase (such as "Earth be mine to command"). Any number or combination of levels of Magic Missile Spells may be stored within an Assault of Stone, but only one of the stored spells may be higher than level 5 (to a maximum of 8). The maximum amount of Mana held in an Assault of Stone is shown below;

Level Mana Stored
9 40
10 60

Assault of Stone is a Sorcerer's Store.

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Bastion of Earth 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster summons a bulwark of elemental energy around him and uses it to bolster all Stone Forms and Sanctuary of Earth Spells which he casts.

At level 9 all Stone Forms and Sanctuary of Earth Spells of levels 1 - 8 cast by the Sorcerer take effect with their duration increased by a factor of four as if they had been cast down in effect by one level (although this is not the case). Thus a Stone Form 8 cast by the Sorcerer would last for one hour if cast at an effective level of 8. The same skin cast down to a 6 (which would usually last for four hours) would last for 16 Hours due to the Bastion of Earth. Furthermore all Stone Forms and Sanctuary of Earths cast by the Sorcerer dispel at the level at which they were cast and not their effective level. A Stone Form 8 cast down to a level 5 would required a dispel 8 in order to remove rather than a dispel 5 as would usually be the case. Stone Forms enhanced with a Bastion of Earth may not be cast on others at an effective level higher than 5.

At level 10 all Stone Forms and Sanctuary of Earth spells of levels 1 - 8 cast by the Sorcerer upon himself will take effect with their duration increased by a factor of four. This increase in duration stacks is in addition to that provided by Bastion of Earth 9.

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Bind 3

Range:- 20ft

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- This spell causes the target’s feet to be bound to the floor in such a way that they are unable to move them. As well as restricting the ability to move freely, this has the effect of halving any dexterity the target may have.

If the target has Strength then they may pull out of the Bind at the rate of five seconds for each foot stuck to the floor. Even if the target’s hands, or any other part of their body, is touching the ground only the feet are affected.

It is not uncommon to see undead creatures pulling out of Binds even if they lack strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required.

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Dispel Magic 1 - 8

Range:- 20ft

Duration:- Instantaneous

Extendable:- No

Primary Only:- No

Description:- This spell will remove one magic effect from any one thing. The object must be specified i.e. sword, staff, person etc. It will only take effect if the effective level of the target spell is equal to, or lower than the level of the Dispel Magic. If the particular effect to be removed is of a higher level than the Dispel Magic then the Dispel Magic will fail.

A dispel magic can never be used to dispel another dispel.

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Earthquake 8

Range:- Everyone

Duration:- 5 Seconds

Extendable:- No

Primary Only:- Yes

Description:- When this spell is cast the wizard causes an earthquake to occur. Everyone falls to the floor at the time of casting and is unable to rise for 5 seconds.

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Embody Earth Elemental 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- The caster summons an Earth Elemental to inhabit his body for the duration of the Embodiment. Whilst the caster is embodied he cannot be moved against his will by any spell, invocation or ability in exactly the same way as the common battle magic spell Obdurate. Furthermore the character gains the following skills for the duration of the embodiment as shown below:

Level Skills Gained
6 Toughened Skin
7 Toughened Skin Mastery
8 Enhanced Toughened Skin Mastery

These skills are cumulative so a level 8 Embody Earth Elemental provides Toughened Skin, Toughened Skin Mastery and Enhanced Toughened Skin Mastery. If the character already has these skills they do not gain the benefit of them twice.

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Entombment 9 - 10

Range:- Self Only

Duration:- Until used

Extendable:- N/A

Primary Only:- No

Description:- The caster binds the elements of stone into his Entrapment spells to make it almost impossible to escape them.

At level 9 a single Entrapment cast by the Sorcerer can be enhanced to Entombment, requiring the victim to have greater than Triple Strength in order to break themselves free from it. The caster should call "Entombment" rather than Entrapment when releasing the spell.

At level 10 two Entrapments cast by the Sorcerer can be enhanced to Entombment.

A Sorcerer may only have a single Entombment spell in effect at any one time. The Sorcerer does not have to use the Entombment spell to enhance Entrapments which he casts, he may choose when to do so.


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Entrapment 6, 7

Range:- Touch (6), 20ft (7)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- The target is pulled into the Earth up to their knees. The target should kneel on the ground for the duration of the Entrapment. A Character with Triple Strength may break themselves or another out of an Entrapment in ten seconds. Alternatively a character may be dug out of an Entrapment in 15 man minutes, with a maximum of four people digging at a time.

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Magic Missile 1 - 8

Range:- Thrown

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- This spell conjures a Magical missile of stone in the caster's hand, which can then be thrown at a target of the caster's choice. Note that unlike other magical attacks (Blast, Strike, Bolt etc.) a Magic Missile must be physically thrown at a target. A safe, suitable item, such as a tennis ball, must be used to represent the Magic Missile.

The caster has 30 seconds after conjuring the Missile, before it dissipates. If the Missile strikes a target, then it inflicts the following damage, reduced by both Magical armour class and dexterity:

Level Player Life Damage Monster Hits Inflicted
1 6 4
2 12 8
3 18 12
4 24 16
5 30 20
6 60 50
7 90 70
8 120 100

The damage from a Magic Missile is locational to player characters.

After striking the target with the missile the caster of the spell should shout the name of the spell followed by the level and the number of monster hits inflicted. For example having struck an opponent with the missile the caster would shout "Magic Missile 7, 70 Hits".

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Magic Missile Store 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This Spell Store allows the caster to hold within his body a number of Magic Missile Spells up to level 5. The maximum amount of Mana held in a Magic Missile store is shown below;

Level Mana Stored
6 10
7 20
8 30

Magic Missile Store is a Spell Store.

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Mass Bind 6

Range:- 20 ft long Cone, 90 degrees to the casters front

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- This spell has the same effect as the Level 3 Bind spell with the exception that it affects everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

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Mass Weld 8

Range:- 20 ft long Cone, 90 degrees to the casters front

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- This spell has the same effect as the Level 5 Weld spell with the exception that it affects everyone in a cone 20ft long to the caster's front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting. You must have the spell Mass Bind before you may learn Mass Weld.

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Protection from Earthquake 4 and 5

Range:- Self Only (4), Touch (5)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The recipient of a Protection from Earthquake is immune to the effects of the Brown High Magic Spell Earthquake.

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Reform 1 and 3

Range:- Touch (1), 20ft (3)

Duration:- Permanent

Extendable:- No

Primary Only:- No

Description:- Causes one normal item (not empowered or ensorcelled) targeted by the spell to be repaired if it was previously destroyed in some way. For example a weapon affected by the Black spell Destroy Weapon could be made usable again by means of this spell.

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Rock Skin 7

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- This spell when cast immediately after a Stone Form increases the duration of that spell as though it were cast at one level higher. For example, a level 7 Stone Form operating at level 5 for four hours could be extended to sixteen hours by casting a Rock Skin.

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Sanctuary of Earth 1 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- Sanctuary of Earth provides magical armour class provided that the caster has a Stone Form spell in effect as shown below;

Level of Sanctuary of Earth Magical Armour Class
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8

If the caster does not have a Stone Form in effect then Sanctuary of Earth provides no benefit whatsoever.

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Sorcerer's Dispel 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This spell allows the Sorcerer to store a Dispel Magic of level 6 - 8 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Sorcerer's Dispel was targeted by a level 8 Dumbness spell which would prevent them from casting then they could choose to trigger their Sorcerer's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Sorcerer's Dispel, "I am the master of the Elements - Dispel 8 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Sorcerer's Dispel is not considered a Sorcerer's Store and as such a Sorcerer may have both a Sorcerer's Store and a Sorcerer's Dispel. Sorcerer's Dispel uses one level 9 or 10 spell slot and the spell slot of level 6 - 8 to be stored within it. A Sorcerer may have both a Sorcerer's Dispel 9 and a Sorcerer's Dispel 10 in effect at the same time. These spells are considered out until either the dispel is used or the Sorcerer's Dispel is itself dispelled. Sorcerer's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike most other prepared Arcane Spells Sorcerer's dispel may be recast on events provided that the Sorcerer meets all of the requirements to cast Active Arcane Spells (have a good enough Ceremonial Casting Kit and Ceremony).

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Spell Attunement 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster uses his knowledge of his element to reinforce his skill with a particular spell. Casters who are attuned to a particular spell are always considered to be "in element" for that spell.

Spell Attunement is taken as a spell choice from the Learn Spells Levels 6 - 8 Status skill and you must choose a spell to which to be attuned. To attune to a spell of level 7 you must first attune to the level 6 version of that spell if there is one and to attune to a level 8 spell you must attune to the level 7 version.

For one status sworn to the Brown School to gain the Learn Spells Levels 6 - 8 skill for example a Primary member of the Brown School may choose to learn Stone Form 6, Magic Missile 6 and Stone Form Attunement 6. With his next point of status he may choose Stone Form 7 Magic Missile 7 and Stone Form Attunement 7. He would not be able to learn Magic Missile 7 Attunement until he had learnt Magic Missile 6 Attunement.

Spell Attunement is a spell and the caster will be "out" one slot for each spell that he wishes to be attuned to on a particular adventure. You must always be attuned to the lower level versions of spell before attuning to the higher levels. For example if a Wizard wished to be attuned to Stone Form 8 on an adventure then he would begin that adventure "out" a level 8 slot for Stone Form Attunement 8. However he would also need to be attuned to Stone Form 6 and Stone Form 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Stone Form at levels 6, 7 and 8, every time he cast a Stone Form 6 - 8 he would count as being "in element", reducing his casting time by 5 minutes. If later in his career the same wizard also wished to attune to Magic Missile 6 and 7 then he would begin his Adventures "out" two level 6 slots, two level 7 slots and a level 8 slot. Spell slots "out" on Spell Attunements cannot be regained by resting or Memonicing unless the Spell Attunement is dispelled first.

Spell Attunement is a spell but it is cast at the Schools Ceremony area before an adventure begins. Spell Attunement will last until the Character returns to the Towers after an Adventure. Spell Attunement cannot be cast on Adventures.

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Stone Crafter 9 - 10

Range:- Self Only

Duration:- Until used

Extendable:- N/A

Primary Only:- No

Description:- The caster binds the element of stone into themselves allowing them to cast a number of level 6 Magic Missile spells at vocal length.

At level 9 Stone Crafter grants the caster the ability to cast three level 6 Magic Missile spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

At level 10 Stone Crafter grants the caster the ability to cast six level 6 Magic Missile spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

A Sorcerer may only have a single Stone Crafter spell in effect at any one time. Stone Crafter does not prevent the Sorcerer from casting a level 6 Magic Missile spell using the usual ceremony. Magic Missile 6's cast in this way do not count as a use of the Stone Crafter which will remain in effect until all of the provided vocal lengths are used.

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Stone Form 1 - 10

Range:- Touch (1 - 8), Self Only (9 - 10)

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- The targets skin becomes as hard as stone. A Stone Form provides Physical armour class against Edged and Blunt damage as shown below. Stone Form provides no magical armour class.

Level Edged Physical Armour Class Blunt Physical Armour Class
1 3 1
2 6 2
3 9 3
4 12 4
5 15 5
6 18 6
7 21 7
8 24 8
9 27 9
10 30 10

The Edged Physical armour class also applies against Magic Missile spells although this is the only form of magical protection provided by a Stone Form. Remember that the armour class limit is 20.

A Stone Form 9 or 10 always dispels at the level at which it was cast, irrespective of the effective level.

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Weld 5

Range:- 20ft

Duration:- 15 Minutes

Extendable:- N/A

Primary Only:- Yes

Description:- This spell causes the target's feet to be bound to the floor in such a way that they are unable to move them. As well as restricting the ability to move freely, this has the effect of halving any dexterity the target may have. If the target has Double Strength then they may pull out of the Weld at the rate of five seconds for each foot stuck to the floor. Even if the target's hands, or any other part of their body, is touching the ground only the feet are affected. See the skills descriptions page for further details on Double Strength. It is not uncommon to see undead creatures pulling out of Welds even if they lack strength; this is because the Undead feel no pain and are willing to leave parts of their bodies behind if required.

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Wizard's Dispel 6

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- This spell allows the wizard to store a Dispel Magic level 5 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Wizard's Dispel was targeted by a level 5 Dumbness spell which would prevent them from casting then they could choose to trigger their Wizard's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Wizard's Dispel, "I am the master of the Elements - Dispel 5 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Wizard's Dispel is not considered a Spell Store and as such a Wizard may have both a Spell Store and a Wizard's Dispel. Wizard's Dispel uses one level 6 spell slot and one level 5 spell slot to be stored within it. These spells are considered out until either the dispel is used or the Wizard's Dispel is itself dispelled. Wizard's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike spell stores Wizard's Dispel may be recast on adventures.

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