Earth

Earth is a Power, dealing with the control of earth, stone, dirt, sand, metal, etc.

Rank 1

Powers

  • Harden Earth: At-will, swift, short range, circle 3, reserve; reverse of Soften Earth.
  • Soften Earth: At-will, swift, short range, circle 3, reserve; softens earth by one category (see Earth Categories) while you reserve 1 Mana. Stackable once per rank; each stack shifts an additional category. Can be Widened.
  • Move Earth: At-will, swift, short range, costs 1 Mana; you reshape earth, shaping it as dextrously as you could with your bare hands, but as if it were much more malleable. The changes are permanent and non-magical, though the power does not imbue the earth with magical resilience, so other forces could undo your changes. The amount of earth shaped, and how much you can shape it per action, varies by the type of earth; see Earth Categories. You can use Soften Earth to make an area of earth more favorable for this power; the changes last even after the softening ends.
  • Shape Ground: At-will, swift, long range, circle 5, reserve (variable Mana); you change the ground. You can set the terrain to any of the following, overriding what is already there: (note: does not modify any vegetation or object-based terrain modifiers)
    • Flat: no terrain modifiers
    • Rough: difficult terrain, intensity = points of Mana reserved
    • Spiky: walking at normal speed inflicts damage or effects based on earth type (see Earth Categories) for each square moved (Agility negates). Can be avoided by walking very slowly (treat as Rough), during which creatures suffer -10 to avoidance.

Feats

  • Fist of Stone: At-will, std, short range; you punch or kick the ground; the force propagates through the earth, and when it reaches the target, the earth itself forms a fist, smashing the target. Counts as a melee or unarmed attack, per your preference. Inflicts medium bludgeoning damage plus optional push 5 or knockdown (Fort negates).
  • Stomp: At-will, swift, close burst 1/rank; light bludgeoning damage plus knockdown (Fort negates), or medium damage plus stunned 1 rd (Fort negates) against already prone targets.
  • Wall of Earth: At-will, swift, medium range, wall 5; you cause the earth to form a wall which blocks line of sight, line of effect, and movement. The wall is comprised of whatever earth was in the targeted location. The height and strength of the wall depends on the kind of earth you raise (see Earth Categories). Duration is sustained at the cost of 1 Mana per round. Wall length can be Widened for 5 squares per stack or 100% height per stack. You can use Harden Earth or Soften Earth on either the wall after it is formed or the earth before the wall is formed. The wall's height does not change after it is formed, but its strength can.

Rank 2

Traits

  • Earthkin: You become kin to stone. Has several useful effects:
    • Meld Into Stone: You can move through stone--albeit very, very slowly. You can press yourself into a solid stone surface (see Earth Categories for speed). For each full minute you spend moving through earth, you must spend 1 Mana. While still, you need spend only 1 Mana per hour to avoid suffocation and crushing. If the spell ends abruptly (cancellation, dispelling, you run out of Mana, etc), you instantly appear in the nearest open space, suffering heavy internal physical damage per square of movement beyond the first.
    • Stoneskin: When you are struck for damage, you may choose to instead suffer 10% of your max hit points, if that is advantageous. This costs 1 Mana, +1 for each time it is used in a given day.
    • Stonetell: You "speak" with stone, or rather open yourself to psychic impressions upon stone, known as vestigia. Involves Concentration, Perception, Mana costs, etc. Exact rules TBD.
    • Earth elementals like you. Duh.

Powers

  • Gravity: At-will, swift, long range, circle 5, concentration; you modify gravity in the area, either doubling it or halving it.
    • Double gravity inhibits flight, lowering maneuverability by 2 categories (one step below "poor" is "cannot fly"). It quadruples falling damage (each 10 ft fallen while entirely within the area causes damage as if falling 40 ft). Walking creatures suffer -50% movement rate and cannot charge or run. Prone creatures must pass a Strength check against your DC to stand as a move action; if they spend a standard action, they gain +10 to the check.
    • Half gravity quadruples jump distance and grants +50% movement speed, but lower traction on the ground makes it awkward to stop or change direction quickly; normal move actions are treated like a full run, requiring Acrobatics checks to change direction or stop. In half gravity, flight maneuverability improves by one step.
    • At rank 3, you may intensify to quadruple or one-fourth gravity. This continues in the obvious manner. TBD
  • Magnetism: At-will, swift, medium range; you take command of a ferric metal object up to Medium size. If the object is an animate construct, it is allowed a Will save to end. While you have command (concentration duration), you gain the following actions:
    • Move Object: free 1/rd; you move the object up to 5 squares within range. The movement is not fast and will not cause damage if the object collides with anything.
    • Push: std; you push the object up to 10 squares. If it strikes an object or creature (range attack roll to do so on purpose), it inflicts medium damage (of type appropriate to the object), divided between the object and whatever it struck. If it lands outside the radius, you lose control.
    • Crush: std; you inflict heavy physical damage to the object.
    • Wield: std; you wield the object like a melee weapon, with a reach of 3 squares centered on its current position. Use your melee attack skill to resolve.
    • To control larger objects than Medium size, spend Mana: 4 for Large, 16 for Huge, 64 for Gargantuan, 256 for Colossal, etc.
  • Flesh to Stone: At-will, swift, medium range; subject is turned to stone (Fort ends, cumulative -1 per save), of a composition of your choice (up to natural stone at rank 2, worked at rank 3, etc). While stone, subject is highly resistant to damage, but cannot take actions other than to think and perceive (subject remains conscious). Spell is also its own counterspell.
    • Same size limit as Magnetism, also enlargeable.

Feats

  • Animate Earth: At-will, swift, short range, concentration; earthen object up to Large size becomes an animated object under your command. Can Enlarge for 4/16/64 Mana. Rules TBD.
  • Compress Gravity: Instead of modifying an entire area with Gravity, you can "compress" it, effectively transferring the force of gravity across a large area into a single square. This is a standard action with a duration of instantaneous.
    • Gravity Crush: gravity in the area is halved for a moment, as its force is transferred to the center square. The center square briefly experiences 80x gravity, before the spell ends and gravity equalizes. Any object or creature unfortunate enough to be in the area at the time suffers heavy internal falling damage, and must pass a Fortitude save or gain a moderate leg injury. Smaller structures suffer siege damage (TBD).
    • Gravity Spike: gravity in the area is doubled for a moment. At the center, gravity inverts, and anyone inside is thrown upward with tremendous force. If unimpeded, they will rocket upward 5 squares plus 5 per rank of Earth, suffering appropriate falling damage. If they strike anything on the way up, they suffer half falling damage, then appropriate falling damage for any resultant fall.
      • Note: it is fun to note that, if Gravity Spike were the inversion of Gravity Crush and caused inverted gravity at 79x strength, the target would reach terminal velocity before leaving the first 5 squares, then fly upward toward an apogee of 1500 ft, before crashing down a full 22 seconds later at terminal velocity, suffering approximately 120d6 falling damage. This is of course, impossible, as there is no such thing as "negative gravity". The spell works on the much more realistic principle of constructive concentric gravity wave interference. Throw a "quantum" in there for good measure.
  • Earth Bending: You can use the same effect as Magnetism on any object made of any kind of stone or metal.

Rank 3 (not quite done)

Powers

  • Earth Glide: At-will, swift, concentration; you gain the ability to move through earth at your normal movement speed. Costs mana for each unit of distance you travel (see chart below).
  • Earthquake: At-will, swift, long range, emanation 10, concentration; enemies are knocked down, can produce numerous bursts and faults each round, ruins foundations of structures, etc. TBD
  • Quicken Earth: make area into "liquid earth" a la quicksand.
Summoning

Power Evolutions

  • Animate Earth
    • Animated servants become proper elementals. Rules still TBD.
  • Gravity
    • New use, Levitation: at-will, swift, concentration; you warp gravity around you just slightly, causing you to levitate. You may move at 150% of normal speed with perfect maneuverability by spending 1 Mana per round.
  • Flesh to Stone
    • New use, Tomb of Earth: as Flesh to Stone, but (earthbound) subject is swallowed into the earth and held there, helpless but immune to outside attack. In addition to save to end, duration is concentration. Subject's vital needs are not provided for, and will suffocate if left under for too long (unless you spend 1 Mana per minute to sustain them).
  • Magnetism / Earth Bending
    • New use, Repel: at-will, swift, close burst 3; all ferric metal (or all earthen if you have Earth Bending) objects are pushed 10 squares away.

Feats

Other Rules

Earth Categories

Category Move Earth Wall of Earth Spiky Terrain Movement Rate

Mud, sand, loose soil

Amount: 5-ft cube.

Movement: 5 feet.

Height: 20 feet (double length).

Strength: HP 10, Hardness 0.

Spikes inflict no damage or injury.

Meld Into Stone: 1 square per full round

Earth Glide: free

Clay or packed earth

Amount: 1-ft cube.

Height: 20 feet.

Strength: HP 50, Hardness 0.

Spikes trip subjects.

Movement: 1 foot.

Meld Into Stone: 3 full rounds per square

Earth Glide: 1 mana per move

Natural stone

Amount: 1-inch cube.

Movement: 1 inch.

Height: 10 feet.

Strength: HP 500, Hardness 10.

Spikes inflict 1d6 per Mana reserved, x2 (exponential) per size above Medium, per square of movement; plus a physical debuff causing 50% movement penalty until healed (as minor injury).

Meld Into Stone: 1 minute per square

Earth Glide: 1 mana per half move

Worked stone

Amount: none.

Movement: none.

Height: 5 feet.

Strength: HP 1000, Hardness 20.

Spikes inflict 2d6 per Mana reserved, x2 (exponential) per size above Medium, with 10 Armor Penetration, per square of movement; plus a physical debuff causing 50% movement penalty until healed (as minor injury).

Meld Into Stone: 5 minutes per square

Earth Glide: 1 mana per square

Metal

Amount: none.

Movement: none.

Height: 0 feet.

Strength: HP 5000, Hardness 50.

Spikes inflict 5d6 per Mana reserved, x2 (exponential) per size above Medium, with 20 Armor Penetration, per square of movement; plus a physical debuff causing 50% movement penalty until healed (as minor injury).

Impenetrable

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