(Strength + Survival)
Earth theurgy is most commonly practiced among
Guardians and
dwarves of all stripes, but it is not exclusive to these groups. This theurgy is commonly studied by holy warriors figuratively and/or literally down to earth.
Commune with the Earth ●:The first ability of Earth theurgy provides location based survival augments lasting four hours per success.
Scarterra: If above ground, the subject of the theurgy always have perfect internal bearings for the four cardinal directions. At higher levels of successes the subject has better understanding of their position relative to known landmarks.
Scarnoctis: If underground, the subject always knows the fastest (not necessarily the safest) way above ground. At higher levels of successes, the subject possible knows about alternate routes.
Scaraqua: Survive comfortably in high or low pressure environment and suffer no Dexterity or mobility penalties on land (though breathing and temperature are a still a problem).
Persistent
OR
Gain enhanced abilities at unarmed combat for a scene.
One Success: Plus one die attack rolls and blocks and on grapple checks
Two Successes: inflict bashing or lethal damage, If the target already can inflict lethal damage unarmed, +1 damage die
Three Successes: Can block weapons without penalty. Teeth and claws are functionally indestructible. Even finger nails are indestructible though that is less useful.
Four Successes: +1 damage die (stacks with existing bonuses)
Five Successes: +1 damage die (stacks)
Six Successes: +1 damage die (stacks) and so on and so forth.
Persistent
●● Stalwartness of Stone: One subject per success has their wound penalties halved for a scene. Round in the person's favor so a -1 die penalty becomes -0 and -3 becomes -1. This also provides a -1 difficulty break on Willpower rolls for resisting hexes that rely on pain (such as Burst of Pain) or pleasure (such as Befuddlement)
Spread
OR
Immunize a subject from falling damage for a scene. Unlike Feather Fall, this spell cannot normally be cast midfall and it does not actually slow the person or object falling, it just means they hit the ground without damage (and they might still damage whatever they land on.
Spread
●●● Stone's Resilience: Subject gains a bonus die on all soak rolls per success rolled for a scene. Worn armor stacks with this but is only half-effective (round down).
OR
Move the Earth: Telekinetically move earth and stone for about ten minutes per dot of permanent Willpower. The character can move piles of contiguous earth or rocks. Take the successes rolled and compare that number against the
Feats of Strength chart. It's easier to move contiguous rocks and boulders than piles of earth or pebbles. Go down a level on the Strength chart when moving granular earth.
Note this is usually too slow to work in combat, though a creative person can use gravity or leverage to do the work for them, rolling a boulder up to a ledge and then dropping or loading a massive rock into a trebuchet or catapult. It's also not very precise. It's good for bulk digging to dig out a basement but is normally too clumsy to plow a field for crops.
●●●● Command the Earth: Summon one or more earth or sand elementals, whether you get an earth or sand elemental depends on how soft and loose the nearby soil is. Summoning either takes ten minutes or can be cast with one standard action and 50 drams of reagents.
One success can summon a small elemental, two successes can summon a medium elemental, and three successes can summon a large elemental. Size is relative, in this case "small" and "large" refers more to mass than volume. The rockier the base material you are working with, the smaller and denser the elemental is likely to be.
You can mix and match. Four successes can summon two medium earth elementals or one large earth and one small elemental.
Instant (once summoned, elementals cannot be dispelled with normal dispel magic attempts)
●●●●● Stone Battle Form: Turn casters body into
Turn casters body into living earth for a scene.
Persistent
Comments