Post by Game Master on Jun 14, 2007 1:04:18 GMT -5
Earth
Level 1
Chameleon: The caster may seemingly alter the color and patterns of his cloths and physical body, enabling him to blend into the surrounding environment like a chameleon. movement destroys the magical effect. Range is self or others by touch and lasts 6 minutes per level. Success rate is 90% while unmoving, 70% if moving no more than 2 feet per melee, 20% if moving up to 6 feet per melee. Costs: 5 ppe
Dowsing: Magicly sense water whether it be stream, pond, river or even underground within 100' per level for 10 minutes per level. Success rate is 90% Costs 2 ppe
Dust Storm: The caster may whip up a dust storm up to 120' +20' per level away from his location. Must be able to see area effected. The storm effects a 20' area in diameter. Victims caught in the storm will have regular and night vision reduced to 10', plus lose initiative, have their speed reduced to half feel uncomfortable and find it difficult to speak, cast spells and even breathe without choaking and coughing on dirt. Lasts 1 minute per level and costs 5 ppe
Fool's Gold
Identify Minerals
Identify Plants
Rock to Mud: -Duo Ling Kata. Caster may magicly turn any type of rock or stone into mud. 30 pounds per level may be affected and may be cast on rock up to 20' per level away from the caster with LOS (Line Of Sight) True Elemental beings are not effected but Stone/Earth Golems take 1d4x10 damage. Costs 6 ppe
Rot Wood: May rot the structure of wood reducing its strength and structure by half (AR and SDC). Warlock may affect up to 30 pounds of wood per level and can use spell repeatedly on the same area to dramaticly weaken the wooden stucture. Rot Wood ALSO inflicts 4d6 damage to a living tree or 3d6 damage to tree/plant elementals and tectonic entities made of plants, paper or wood. Range is 20 feet, instant and permanent. Cost: 4 ppe
Level 2
Create Dirt or Clay
Dirt to Clay
Dirt to Sand
Grow Plants
Hopping Stones: -Lu Shi kata. Warlock may make any stones, pebbles or rocks up to a maximum of 50 pounds hop and jump about creating a bizarre specticle. The Warlock may also use the stones to pelt people causing bodily harm. Stones may hop up to 6 feet away from their resting place. An assault of pebbles will do 2d4, 1d6 small rocks do 1d4 each, 1d4 large stones do 1d6 each, while 1 very large stone does 3d6. Stones may be used to attack multiple targets and will continue to pepper the taget(s) for upto 4 melee rounds per level of the Warlock. The Warlock may stop the phenominon at any time. Caster may enchant rocks upto 100 feet away. Costs: 6 ppe
Track
Wall of Clay: -Ni Qiang Kata. Warlock may create a wall made of clay with 50 s.d.c. per level of the caster. The wall may be cast up to 60 feet away and up to 30 feet off the ground. (Gravity laws will effect the wall as normal). A wall that falls on someone causes 6d6 damage and traps them with its weight. The walls size may be up to 8x8x4 feet per level of the caster. The wall will last for 4 minutes per level or until destroyed. Save: None, Costs: 8 ppe
Wither Plants
Level 3
Animate Plants
Create Mound
Crumble Stone: This spell weakens or crumbles stone & rock by reducing its structure by half. The Warlock can crumble 50 lbs. of stone per level up to 12 feet away and may repeatedly cast the spell on the same stone to further reduce its structure by half each time. The spell has an added bonus of causing 1d6X10 damage to a stone golem or 3d6 to Earth Elemental beings. The affects are permanent. Costs: 10 ppe
Dig: This unique spell unleashes an invisible force that will dig a hole or tunnel for the caster with a simple touch. It can dig through 10 feet of dirt per melee (15 seconds), 5 feet of clay or 2 feet of stone. The Stone must be somewhat loose to work with. A solid wall of stone and mortar cannot be dug through. This spell cannot be used against elementals or Golems. The spell lasts for up to five minutes per level. Costs: 8 ppe
Earth Rumble
Encase Object in Stone
Locate Minerals
Wall of Stone
Level 4
Animate Object: This powerful elemental magic enables the caster to animate any wood, clay, or stone object weighing less then 50 lbs upto 40 feet plus 10 per level of the caster away. Thus he can bring a table or chair to life, bucking and kicking or running about a room, or make a clay jug or pot dance merrily across a table top. If these objects are used as weapons, they inflict 1d6 damage if small (broom stick,club,chair,jug), or 2d6 damage if large, like a table, throne or barrel. Animated weapons constructed of wood or mostly wood or stone do their normal damage. The Object has 1 attack per melee, a speed of 8, +3 parry & dodge, +2 to strike and is animated for 4 minutes per level of caster. Cost: 12 ppe
Cocoon of Stone
Mend Stone: -Bu Shi Kata. This spell mends and restores clay, stone or rock walls, Statues, fractured pottery, etc. without a hint of damage and rejuvinates deteriorating stone. This doubles the crumbling stones s.d.c. and stops deterioration. It can also restore/heal 4d6 hit points to golems and earth elementals. The warlock can restore up to 70 lbs. of stone or clay per level of the caster. Note the objects may not gain more sdc then they originally had in perfect condition. The Warlock must touch the item to mend it and the effects are permanent. Cost: 15 ppe
Quicksand
Repel Animals: The caster is able to make a 30 feet +5 feet per level radius circle that wards off unwanted animals for 2d6 hours. The animals (excluding insects) simply find the area disturbing and will not enter or will immediatly flee the area. Great for campsites. *Note that animals such as pack mules and Horses may be immune if the caster wishes. Cost: 10 ppe
Rust
Sand Storm
Wall of Thorns
Level 5
Chasm
Clay to Lead
Clay to Stone
Close Fissures
Little Mud Mound
Travel Through Earth
Level 6
Clay or Stone to Iron
mend Metal
Stone to Flesh
Travel Through Stone
Wood to Stone
Level 7
Metal to Clay
Petrification
River of Lava
Sculpt & Animate Clay
Wall of Iron
Level 8
Cap Volcano
Create Golem
Earthquake
Magnetism
Transference of Essence
Suspended Animation
FIRE
Level 1
Blinding Flash
Cloud of Smoke
Create Coal
Fiery Touch
Globe of Daylight
Nightvision
Impervious to Fire
Stench of Hades
Level 2
Cloud of Ash
Darkness
Flame Lick
Freeze Water
Heat Object & Boil Water
Resist Cold
Spontaneous Combustion
Swirling Lights
Tongue of Flame
Level 3
Circle of Cold
Circle of Flame
Create Heat
Extinguish Fire
Fireball
Lower Temperature
Wall of Flame
Level 4
Cloud of Steam
Flame Friend
Fuel Flame
Heal Burns
Mini-Fireballs
Level 5
Blue Flame
Breathe Fire
Eat Fire
Screaming Wall of Flame
Wall of Ice
Level 6
Dancing Fires
Eternal Flame
Flame of Life
Fire Whip
Level 7
Fire Sponge
River of Lava
Ten Foot Wheel of Fire
Level 8
Burst Into Flame
Drought
Plasma Bolt
WATER
Level 1
Cloud of Steam
Color Water
Create Fog
Dowsing
Float on Water
Purple Mist
Salt Water to Fresh
Sense Direction Underwater
Walk the Waves
Water to Wine
Level 2
Breathe Underwater
Change Current
Fog of Fear
Foul Water
Liquids to Water
Resist Fire
Ride the Waves
Water Seal
Level 3
Calm Waters
Circle of Rain
Command Fish
Freeze Water
Impervious to Ocean Depths
Resist Cold
Sheet of Ice
Level 4
Create Water
Communicate with Sea Creatures
Hail
Shards of Ice
Speak Underwater
Swim Like a Dolphin
Wall of Ice
Water Wisps
Level 5
Earth to Mud
Protection from Lightning
Smow Storm
Ten Foot Ball of Ice
Whirlpool
Level 6
Heal Burns
Hurricane
Little Ice Monster
Part Waters
Summon Sharks & Whales
Encase in Ice
Level 7
Rain Dance
Summon & Control Storm
Level 8
Drought
Tidal Wave
Creature of Waves
Calm Waters
AIR
Level 1
Breathe Without Air
Cloud of Slumber
Cloud of Steam
Create Light
Create Mild Wind (2mph)
Stop Wind
Thunder Clap
Level 2
Change Wind Direction
Create Air
Heavy Breathing
Howling Wind
Levitate
Mesmerism
Miasma
Northwind
Silence
Level 3
Air Bubble
Call Lightning
Float in Air
Darkness
Fingers of the Wind
Northern Lights
Resist Cold
Walk the Wind
Wind Rush
Level 4
Ball Lightning
Calm Storms
Dissipate Gases
Freeze Water
Invisibility
Leaf Rustler
Phantom Footman
Protection from Lightning
Level 5
Breathe of Life
Circle of Rain
Darken the Sky
Detect the Invisible
Invisible Wall
Phantom
Whirlwind
Level 6
Electrical Field
Electro-Magnetism
Mist of Death
Snow Storm
Vacuum
Whisper of the Wind
Level 7
Atmosphere Manipulation
Hurricane
Rainbow
Level 8
Wind Blast
Wind Cushion
Creature of the Wind
Level 1
Chameleon: The caster may seemingly alter the color and patterns of his cloths and physical body, enabling him to blend into the surrounding environment like a chameleon. movement destroys the magical effect. Range is self or others by touch and lasts 6 minutes per level. Success rate is 90% while unmoving, 70% if moving no more than 2 feet per melee, 20% if moving up to 6 feet per melee. Costs: 5 ppe
Dowsing: Magicly sense water whether it be stream, pond, river or even underground within 100' per level for 10 minutes per level. Success rate is 90% Costs 2 ppe
Dust Storm: The caster may whip up a dust storm up to 120' +20' per level away from his location. Must be able to see area effected. The storm effects a 20' area in diameter. Victims caught in the storm will have regular and night vision reduced to 10', plus lose initiative, have their speed reduced to half feel uncomfortable and find it difficult to speak, cast spells and even breathe without choaking and coughing on dirt. Lasts 1 minute per level and costs 5 ppe
Fool's Gold
Identify Minerals
Identify Plants
Rock to Mud: -Duo Ling Kata. Caster may magicly turn any type of rock or stone into mud. 30 pounds per level may be affected and may be cast on rock up to 20' per level away from the caster with LOS (Line Of Sight) True Elemental beings are not effected but Stone/Earth Golems take 1d4x10 damage. Costs 6 ppe
Rot Wood: May rot the structure of wood reducing its strength and structure by half (AR and SDC). Warlock may affect up to 30 pounds of wood per level and can use spell repeatedly on the same area to dramaticly weaken the wooden stucture. Rot Wood ALSO inflicts 4d6 damage to a living tree or 3d6 damage to tree/plant elementals and tectonic entities made of plants, paper or wood. Range is 20 feet, instant and permanent. Cost: 4 ppe
Level 2
Create Dirt or Clay
Dirt to Clay
Dirt to Sand
Grow Plants
Hopping Stones: -Lu Shi kata. Warlock may make any stones, pebbles or rocks up to a maximum of 50 pounds hop and jump about creating a bizarre specticle. The Warlock may also use the stones to pelt people causing bodily harm. Stones may hop up to 6 feet away from their resting place. An assault of pebbles will do 2d4, 1d6 small rocks do 1d4 each, 1d4 large stones do 1d6 each, while 1 very large stone does 3d6. Stones may be used to attack multiple targets and will continue to pepper the taget(s) for upto 4 melee rounds per level of the Warlock. The Warlock may stop the phenominon at any time. Caster may enchant rocks upto 100 feet away. Costs: 6 ppe
Track
Wall of Clay: -Ni Qiang Kata. Warlock may create a wall made of clay with 50 s.d.c. per level of the caster. The wall may be cast up to 60 feet away and up to 30 feet off the ground. (Gravity laws will effect the wall as normal). A wall that falls on someone causes 6d6 damage and traps them with its weight. The walls size may be up to 8x8x4 feet per level of the caster. The wall will last for 4 minutes per level or until destroyed. Save: None, Costs: 8 ppe
Wither Plants
Level 3
Animate Plants
Create Mound
Crumble Stone: This spell weakens or crumbles stone & rock by reducing its structure by half. The Warlock can crumble 50 lbs. of stone per level up to 12 feet away and may repeatedly cast the spell on the same stone to further reduce its structure by half each time. The spell has an added bonus of causing 1d6X10 damage to a stone golem or 3d6 to Earth Elemental beings. The affects are permanent. Costs: 10 ppe
Dig: This unique spell unleashes an invisible force that will dig a hole or tunnel for the caster with a simple touch. It can dig through 10 feet of dirt per melee (15 seconds), 5 feet of clay or 2 feet of stone. The Stone must be somewhat loose to work with. A solid wall of stone and mortar cannot be dug through. This spell cannot be used against elementals or Golems. The spell lasts for up to five minutes per level. Costs: 8 ppe
Earth Rumble
Encase Object in Stone
Locate Minerals
Wall of Stone
Level 4
Animate Object: This powerful elemental magic enables the caster to animate any wood, clay, or stone object weighing less then 50 lbs upto 40 feet plus 10 per level of the caster away. Thus he can bring a table or chair to life, bucking and kicking or running about a room, or make a clay jug or pot dance merrily across a table top. If these objects are used as weapons, they inflict 1d6 damage if small (broom stick,club,chair,jug), or 2d6 damage if large, like a table, throne or barrel. Animated weapons constructed of wood or mostly wood or stone do their normal damage. The Object has 1 attack per melee, a speed of 8, +3 parry & dodge, +2 to strike and is animated for 4 minutes per level of caster. Cost: 12 ppe
Cocoon of Stone
Mend Stone: -Bu Shi Kata. This spell mends and restores clay, stone or rock walls, Statues, fractured pottery, etc. without a hint of damage and rejuvinates deteriorating stone. This doubles the crumbling stones s.d.c. and stops deterioration. It can also restore/heal 4d6 hit points to golems and earth elementals. The warlock can restore up to 70 lbs. of stone or clay per level of the caster. Note the objects may not gain more sdc then they originally had in perfect condition. The Warlock must touch the item to mend it and the effects are permanent. Cost: 15 ppe
Quicksand
Repel Animals: The caster is able to make a 30 feet +5 feet per level radius circle that wards off unwanted animals for 2d6 hours. The animals (excluding insects) simply find the area disturbing and will not enter or will immediatly flee the area. Great for campsites. *Note that animals such as pack mules and Horses may be immune if the caster wishes. Cost: 10 ppe
Rust
Sand Storm
Wall of Thorns
Level 5
Chasm
Clay to Lead
Clay to Stone
Close Fissures
Little Mud Mound
Travel Through Earth
Level 6
Clay or Stone to Iron
mend Metal
Stone to Flesh
Travel Through Stone
Wood to Stone
Level 7
Metal to Clay
Petrification
River of Lava
Sculpt & Animate Clay
Wall of Iron
Level 8
Cap Volcano
Create Golem
Earthquake
Magnetism
Transference of Essence
Suspended Animation
FIRE
Level 1
Blinding Flash
Cloud of Smoke
Create Coal
Fiery Touch
Globe of Daylight
Nightvision
Impervious to Fire
Stench of Hades
Level 2
Cloud of Ash
Darkness
Flame Lick
Freeze Water
Heat Object & Boil Water
Resist Cold
Spontaneous Combustion
Swirling Lights
Tongue of Flame
Level 3
Circle of Cold
Circle of Flame
Create Heat
Extinguish Fire
Fireball
Lower Temperature
Wall of Flame
Level 4
Cloud of Steam
Flame Friend
Fuel Flame
Heal Burns
Mini-Fireballs
Level 5
Blue Flame
Breathe Fire
Eat Fire
Screaming Wall of Flame
Wall of Ice
Level 6
Dancing Fires
Eternal Flame
Flame of Life
Fire Whip
Level 7
Fire Sponge
River of Lava
Ten Foot Wheel of Fire
Level 8
Burst Into Flame
Drought
Plasma Bolt
WATER
Level 1
Cloud of Steam
Color Water
Create Fog
Dowsing
Float on Water
Purple Mist
Salt Water to Fresh
Sense Direction Underwater
Walk the Waves
Water to Wine
Level 2
Breathe Underwater
Change Current
Fog of Fear
Foul Water
Liquids to Water
Resist Fire
Ride the Waves
Water Seal
Level 3
Calm Waters
Circle of Rain
Command Fish
Freeze Water
Impervious to Ocean Depths
Resist Cold
Sheet of Ice
Level 4
Create Water
Communicate with Sea Creatures
Hail
Shards of Ice
Speak Underwater
Swim Like a Dolphin
Wall of Ice
Water Wisps
Level 5
Earth to Mud
Protection from Lightning
Smow Storm
Ten Foot Ball of Ice
Whirlpool
Level 6
Heal Burns
Hurricane
Little Ice Monster
Part Waters
Summon Sharks & Whales
Encase in Ice
Level 7
Rain Dance
Summon & Control Storm
Level 8
Drought
Tidal Wave
Creature of Waves
Calm Waters
AIR
Level 1
Breathe Without Air
Cloud of Slumber
Cloud of Steam
Create Light
Create Mild Wind (2mph)
Stop Wind
Thunder Clap
Level 2
Change Wind Direction
Create Air
Heavy Breathing
Howling Wind
Levitate
Mesmerism
Miasma
Northwind
Silence
Level 3
Air Bubble
Call Lightning
Float in Air
Darkness
Fingers of the Wind
Northern Lights
Resist Cold
Walk the Wind
Wind Rush
Level 4
Ball Lightning
Calm Storms
Dissipate Gases
Freeze Water
Invisibility
Leaf Rustler
Phantom Footman
Protection from Lightning
Level 5
Breathe of Life
Circle of Rain
Darken the Sky
Detect the Invisible
Invisible Wall
Phantom
Whirlwind
Level 6
Electrical Field
Electro-Magnetism
Mist of Death
Snow Storm
Vacuum
Whisper of the Wind
Level 7
Atmosphere Manipulation
Hurricane
Rainbow
Level 8
Wind Blast
Wind Cushion
Creature of the Wind