Difference between revisions of "Earth"

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= Example Spells =
 
= Example Spells =
  
Magic Stones; Earth; DC 14, Creates 2d6 [[Chosen Stones]]. Unlike normal stones of this type these stones are so perfect that they have a +2 to attack and damage instead of the normal -2.
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Magic Stones; Earth; DC 14, Creates 2d6 [[Chosen Stones]] from available earth or stone. Unlike normal stones of this type these stones are so perfect that they have a +2 to attack and damage instead of the normal -2.
  
 
Shake; Earth; DC 22, Target creature or object must make a reflex save or take 1d6 bludgeoning damage and fall prone.
 
Shake; Earth; DC 22, Target creature or object must make a reflex save or take 1d6 bludgeoning damage and fall prone.
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Hold; Earth; DC 28, Target must make a successful reflex save or be attached by one leg to the ground, unable to move and with a -4 to AC.
 
Hold; Earth; DC 28, Target must make a successful reflex save or be attached by one leg to the ground, unable to move and with a -4 to AC.
  
Tremorsense; Earth; DC 30, You become aware of all creatures and objects within 60 feet that are touching the ground. You know if they are [[Off Guard]] or not.
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Tremorsense; Earth; DC 30, You become aware of all creatures and objects within 60 feet that are touching the ground. You know if they are [[Off Guard]] or not. Requires [[Tenacity]].
  
 
Anchor; Earth; DC 32, You anchor your feet to the earth. You may only move 5 feet a round, you are immune to grapple, trip, and grab attempts, and gain a +4 to strength, though you take a -2 to AC.
 
Anchor; Earth; DC 32, You anchor your feet to the earth. You may only move 5 feet a round, you are immune to grapple, trip, and grab attempts, and gain a +4 to strength, though you take a -2 to AC.

Latest revision as of 14:41, 7 April 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Earth discipline is concerned with the manipulation of earth, stone, and soil.

Special Uses

Spells of this discipline depend upon there being large amounts of earth, soil, and, or stone nearby. If there is none this discipline may be rendered useless.

This discipline can grant Tremorsense.

Use in Mixed Spells

N/A

Counterspells

No special uses.

Example Spells

Magic Stones; Earth; DC 14, Creates 2d6 Chosen Stones from available earth or stone. Unlike normal stones of this type these stones are so perfect that they have a +2 to attack and damage instead of the normal -2.

Shake; Earth; DC 22, Target creature or object must make a reflex save or take 1d6 bludgeoning damage and fall prone.

Hold; Earth; DC 28, Target must make a successful reflex save or be attached by one leg to the ground, unable to move and with a -4 to AC.

Tremorsense; Earth; DC 30, You become aware of all creatures and objects within 60 feet that are touching the ground. You know if they are Off Guard or not. Requires Tenacity.

Anchor; Earth; DC 32, You anchor your feet to the earth. You may only move 5 feet a round, you are immune to grapple, trip, and grab attempts, and gain a +4 to strength, though you take a -2 to AC.

Topple; Earth; DC 40, A single building or large structure, so long as it is attached to the ground, is completely destroyed.