THE COLLEGE OF EARTH MAGICS
The College of Earth Magics is concerned with the shaping of the powers of the earth itself and of those entities and things that are
rooted in the earth or in contact with it.

Practitioners of the College of Earth Magics must always be in contact with the earth to perform magic of this College.


A practitioner of this College is considered in contact with the earth if he is in contact with an item which is, itself, rooted in the earth (tree,
plant, foundation of a house, etc.). He would not be in contact with earth if he were in the air or in water where he could not touch bottom,
or if he were atop a piece of furniture or an animal since they are not rooted in the ground.  An Adept in a man's arms is not in contact with
earth.

The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Earth Magics:
Caster is wearing a sprig of fresh mistletoe        +5
Caster is in contact with earth, but beneath water*        - 20
Caster is in a man-made dwelling without an earthen floor        - 5
Caster occupies a place of power **        +20
*For example, beneath the ocean, if the caster can find a way of breathing in such a situation, the caster's BC would always be reduced by
20.  ** These can be any places frequented by worshipers of earth. Examples from mythology and literature might include: Stonehenge,
Finn McCool's Seat, The Hill of Tara, etc. The GM is encouraged to place druid circles in somewhat remote areas his world so that place
of power are not tainted by urban life. These additions to the Base Chance are cumulative.

Talents


1. Detect Aura (T-1)
Whenever confronted by an object or being whose nature is unknown to him, the Adept's player may tell the GM that he is attempting to
detect the Aura of the being or object. The GM rolls D100. If the resulting number is less than or equal to the modified Perception of the
Adept, the Aura is detected. The Adept's Perception is subject to modification in the same manner as any Base Chance. This talent may
be not be resisted.  The Adept's Perception is modified by having the following numbers added to it:
For every 10 feet (after the first 10) separating the Adept from the being or object whose Aura he wants to read         1
For each Rank the Adept has with the  Detect Aura Talent        5
The results of detection are the same as those given for this Talent in Binding Incantations.  The Experience Multiple for this talent is 75.
                                           General Knowledge Spell

1. Spell of Converse with Animals (G-1)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/max: 3 hours x Rank ( x 1, if unranked)
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The caster may communicate with fauna (whether verbally or symbolically, and to what extent, are left up to the GM's
discretion). Physical contact between the animal and the caster increases the Base Chance of successfully casting this spell by 5.

2. Spell of Converse with Plants (G-2)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/max: 3 hours x Rank ( x1, if unranked)
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 25%
RESIST: MAY NOT BE RESISTED.
EFFECTS: The caster can communicate with flora with which he is familiar. The mode and extent of communication is up to the GM's
discretion.

3. Spell of Controlling Animals (G-3)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration: no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The caster controls the actions of any animal that does not successfully resist. It will serve him so long as he continues to
concentrate. If he releases the animal or his concentration is broken, it may attack him or flee. The chance to cast the spell is reduced by
5 if the Adept cannot speak to the animal. If the Adept cannot make eye contact, the Base Chance is reduced another 5. The Spell of
Converse with Animals may be used in conjunction with this spell if the animal's language is known.

4. Spell of Blending (G-4)

RANGE: May be cast over self only.
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: In order to cast this spell, the subject must remain stationary. If successfully cast the subject cannot be seen by non magical
means. If, at any time while the spell is in effect the caster moves, the spell is broken.

5. Spell of Walking Unseen (G-5)
RANGE: : 1 foot + 1 additional/Rank
DURATION: : 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The subject of this spell can move unnoticed, not invisible. Even if someone looks directly at the subject of the spell, he will
remain unseen. However, if someone touches the subject of the spell, he is immediately located and the spell is broken.

6. Spell of Healing (G-6)
RANGE: May only be cast over adjacent character.
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.
EFFECTS: Through a combination of magic and the application of healing herbs and salves, the caster can cure 3 (+1 per Rank)
Damage Points suffered by a character due to injury or disease. (The disease must first be cured by a healer or hospitaler.) The spell
takes about 5 minutes to cast.

7. Spell of Detecting Traps and Snares (G-7)
RANGE: 20 feet + 5 additional/Rank
DURATION: D10 minutes +10 additional per Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: This spell reduces the Base Chance of being trapped or ambushed while outdoors by 10 ( + 1 additional point per Rank).  

8. Spell of Detecting Poisons (G-8)
RANGE: Must be in touch with object or substance
DURATION: Immediate
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 55%
RESIST: May not be resisted.
EFFECTS: The spell requires a wand of either ashwood, ivory or unicorn horn. The caster touches the object or substance in which he
suspects poison. The wand will momentarily turn black if poison is; in fact, present.

9. Spell of Lesser Enchantment (G-9)
RANGE: 10 feet + 10 additional/Rank
DURATION: : Ranks 1-10=a fortnight; Ranks 1-19 = 3 months; Rank 20 = spell lasts until dispelled.
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The target of this spell is either blessed or cursed (caster's choice). The spell increases either the character's luck or
misfortune (depending on whether it operates as a blessing or as a curse) by 1 on every dice roll in which the character is directly
involved. Note: This spell cannot be cast over oneself.

10. Spell of Herbal Lore (G-10)

RANGE: May be cast over self only
DURATION: Immediate
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The spell gives the caster the ability to recognize herbs of magical significance growing Wild.

11. Spell of Tracking (G-11)
RANGE: May be cast over self only
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 15%
RESIST: May not be resisted
EFFECTS: The caster adds 10 (+2 additional/Rank) to his chance of Tracking while outdoors.

General Knowledge Rituals

1. Ritual of Summoning Animals (Q-1)
The Adept must spend 1 hour implementing this ritual and may not move or engage in any other activity during that time. If his
concentration is broken, the ritual is destroyed and must be abandoned or restarted. At the end of the ritual, the Adept's player rolls D100.
If the resulting number is equal to or less than the Adept's Magical Aptitude, then a number of small animals appear equal to the Adept's
Rank (1 if the Adept has no Rank with the ritual). The animal the Adept attempts to summon must be a native of the area. Experience
Multiple for this ritual is 150. If the Adept chooses to vocalize his summons (assuming he is not attempting to go undetected since the
vocalization must be in the form of a shout or call), the Base Chance is increased by 25.


Special Knowledge