THE COLLEGE OF EARTH MAGICS
                                            Special Knowledge Spells

1. Earth Hammer Spell (S-1)
RANGE: 25 feet + 10 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May only be passively resisted.
EFFECTS: The caster conjures a giant maul of stone which hurls itself at a target of the caster's choosing. If the target fails to resist the
spell, it takes [D-5] (+ 1 per Rank) damage.

2. Hands of Earth Spell (S-2)

RANGE: 20 feet + 5 additional/Rank
DURATION: 1 hour+ 1 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 25%
RESIST: May only be passively resisted.
EFFECTS: The spell causes a number of hands of stone equal to the Rank of the caster to materialize out of the ground within range.
Each hand is 7 feet tall. Once they appear, they remain stationary. They may clutch anything in their grasp, but may not move from the spot
on which they surfaced. A character standing on a spot where a hand materializes will be snatched up and will be unable to move until
the spell dissipates.

3. Strength of Stone Spell (S-3)
RANGE: 10 feet
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The target of this spell has his Physical Strength or Fatigue (caster's choice) increased by 1 for each Rank the caster has
achieved with the spell. The spell may not be cast over oneself.

4. Armor of Earth Spell (S-4)
RANGE: 10 feet
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: May be cast over one target individual. It reduces the Base Chance of hitting that individual with any physical weapon by 2 for
each Rank the caster has achieved with the spell. At Rank 11 and above, it also absorbs 1 Damage Point per Strike.

5. Diamond Weapon Spell (S-5)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x (D-5) x Rank ( x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell is cast over a weapon of the caster's choice. It increases the Base Chance of that weapon hitting a character by 1
per Rank (minimum of 1). Any character attempting to Strike a character who possesses a weapon that has this spell in effect over it,
breaks his own weapon on a roll of 94-99 instead of 99.

6. Spell of Gem Creation (S-6)
RANGE: 10 feet
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 10%
RESIST: May not be resisted
EFFECTS: Creates one gemstone of random value for each 5 (or fraction) Ranks. The gems dissipate at the end of the spell.

7. Spell of Animal Growth (S-7)
RANGE: 10 feet + 10 additional/Rank
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 15%
RESIST: May be actively & passively resisted
EFFECTS: One mammal of the caster's choice is doubled in size. The effects of this radical change are determined by the GM.

8. Spell of Enchanting Plants (S-8)
RANGE: 10 feet +10 additional/Rank
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The spell may impart partial mobility to a number of plants (including trees) equal to the caster's Rank. The plants may not
uproot themselves, but may move their branches and leaves while remaining in the same spot. The plant's actions are always under the
control of the caster so long as he maintains his concentration. If his concentration is broken, voluntarily or otherwise, the plants will be
controlled by the GM until the caster reestablishes control and could conceivably attack the caster.

9. Spell of Binding Animals (S-9)
RANGE: 10 feet + 10 additional/Rank
DURATION: Infinite until dispelled
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 10%
RESIST: May be actively & passively resisted.
EFFECTS: This spell is similar to the Spell of Controlling Animals except that the caster does not have to concentrate on it to maintain it.
The spell will last until broken by the animal or dispelled by magic. Any animal subject to this spell makes one check per week against its
Willpower to determine if the spell is broken.

10. Spell of Conjuring and Controlling
Earth Elemental (S-10)
RANGE: 20 feet
DURATION: Concentration: No maximum
EXPERIENCE MULTIPLE: 225 for each portion of spell
BASE CHANCE: 25% / 20%
RESIST: May not be resisted.
EFFECTS: This is a two-part spell. Each part of the spell is learned, ranked and recorded separately, but there is a single procedure and
a single Fatigue cost to cast the spell. The caster has a BC of 25% of successfully casting the first part of the spell. If successful, an Earth
Elemental with a combined Fatigue and Endurance of 15 +an additional 5 per Rank appears within 20 feet of the caster. The caster must
immediately make a second check with a Base Chance of 20% to see if he controls the Elemental. If successful in establishing control
over the Elemental, the caster maintains control until his concentration is broken or he banishes the Elemental with a counters spell. If he
fails to gain control of the Elemental or gains control, but has his concentration broken, the Elemental will immediately attack him. A
caster cannot banish an Elemental he does not control.

11. Spell of Sinking Doom (S-11)

RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: The spell opens a circular pit under a single human-sized target per each 5 (or fraction) Ranks and sucks the unfortunate
standing over it into the bowels of the earth to be burned in molten rock.

12. Wall of Stone Spell (S-12)
RANGE: 20 feet + 10 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 10%
RESIST: May not be resisted.
EFFECTS: Creates a 10 foot high x 20 foot long wall of granite or a 10 foot high ring of stone with a 20 foot radius or a pillar of stone 15
feet high and with a 2 foot radius. The caster increases any dimension by 1 foot per Rank. He may not attempt to cast the spell on top of a
character.

13. Wall of Iron Spell (S-13)
RANGE: 20 feet + 10 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 5%
RESIST: May not be resisted.
EFFECTS: Same as for S-12 (Wall of Stone Spell) except that the caster creates a wall of cold iron.

14. Spell of Tunneling (S-14)
RANGE: 5 feet + 1 additional/Rank
DURATION: 30 seconds + 5 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 10%
RESIST: May not be resisted.
EFFECTS: The caster creates a circular opening or tunnel 10 feet in diameter and 20 feet deep in a wall, ceiling, floor, ground surface, cliff
face, etc. The caster may add 1 foot to either depth or radius per Rank.

15. Trollskin Spell (S-15)
RANGE: 10 feet
DURATION: 1 minute + 10 additional seconds/2 Ranks (or fraction)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell allows the subject to regenerate Endurance Points removed as a result of damage incurred in combat. The target
begins to regenerate 30 seconds after a wound is inflicted and continues to regenerate at the rate of 1 Endurance Point every 10 seconds
for the duration of the spell. The spell will not help regenerate wounds inflicted by acid or fire.

16. Spell of Smoking Magma (S-16)
RANGE: 25 feet + 5 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 7%
RESIST: May only be passively resisted (then does half damage).
EFFECTS: The caster creates a pool of molten rock which wells up from underground. The pool has a radius of 5 feet (+ 1 additional foot
per Rank). Any character within the area covered by the pool suffers damage of [D - 5] + 1 per Rank. If the character successfully resists,
this damage is halved.

17. Spell of Diamond Javelins (S-17)

RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell causes diamond-tipped javelins to fly from the earth at the caster's feet and travel toward a target(s) of the caster's
choice. The number of javelins appearing is always 1 + 1 additional javelin for every 2 (or fraction) Ranks of the spell. The javelins have a
Base Chance equal to the Base Chance of ordinary javelins of hitting their target + 3 per Rank of the spell. Each javelin does [D - 4] (+ 1
per every 2 or fraction Ranks) damage.

18. Spell of Earth Transformation (S-18)
RANGE: 10 feet + 10 additional/Rank
DURATION: 3 hours + 1 additional/Rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: This spell turns 3 cubic feet of stone into mud or vice versa. The caster may add one cubic foot to this figure per Rank. A
character standing on a spot containing a mudpuddle that is turned to stone has an opportunity to passively resist the effects of the spell.
If he fails to resist, he will become trapped in the stone that has taken the place of the mud he was standing in. If he resists, the mud
turns to stone, but he is not trapped.

Special Knowledge Rituals

1. Ritual of Binding Earth (R-1)
This ritual takes one hour to perform and involves the ritual sacrifice of a human (or humanoid) being. At the end of the ritual, the Adept's
player rolls D100. If the resulting number is equal to or less than the Base Chance to employ the ritual successfully, the Adept gains
complete control over a 500 pound weight of earth and stone (plus an additional 500 pound weight per Rank). He can shape or move the
earth, change its consistency or instill intelligence in it at his option. The Base Chance to successfully employ this ritual is 10%. It can
affect any earth or stone within 10 feet (plus 10 per Rank) of the Adept. It cannot be resisted. Once cast, it lasts for 1 hour plus an
additional hour for each Rank or until the Adept's concentration is broken. The Experience Multiple for this ritual is 500.