These spells are by: magellan@ksu.ksu.edu (Jim) EARTH SPELLS: Stone Grasp - a minor summoning, a giant immobile hand of earth/metal rises from the ground to grab anything above it - level 4 range- 10ft/level duration - 2 melees/ level ppe-25 save- dodge at -3 statistics: hand has supernatural ps 35, rooted to ground with supernat ps 60 crush attack: 2d6 mdc, equals 2 of the warlock's attacks mdc of the hand depends on what the ground is composed of, because that is what the hand is made of: soft dirt/sand sdc 500 compacted dirt/loose stone : md 10 rock/cement md 20 metals md 50 ---------- Enchant Metal- strengthens metals to inflict or absorb mdc -level 3 range- touch duration- 2melees/level damage- depends on what is enchanted ppe- 10 save-none limitations- the objects enchanted must be at least 90% all natural earth metal(no man-made carbides, plastics, mdc, etc) multiply the durability and damage of the object by 10. examples- a 2d6 sdc sword now does 2d6x10 sdc a 50 sdc sheild now has 500 sdc! ----------- Flying Stones - rocks and boulders spit from the ground at the feet of the warlock - level 5 range: 60ft + 10ft/level duration: instant, usually takes a melee action to fly to its target, depending on the distance max weight: 50lb+25lb/level save: dodge at -2 damage: 2d6 sdc /lb of rock knockdown target: 10% + 4%/10lb rock - 4%/20lb target ppe:30 NOTE: it is possible to send separate stones at seeral diferrent targets all at once, as long as the total weight does not exceed the spell maximun, but each extra target counts as an extra action that melee. Casting a stone to metal on the rocks in mid-flight will double the damage ---------- Tower of Earth - raises a cylinder of earth and stone into the air - level 4 range: 100ft duration: 2 min/level ppe:25 save: dodge at -8 (because of the unexpectedness of the attack) if the spell is cast underneath you. height: 10 ft/level Diameter: 5 ft/level unsuspecting victims are knocked of balance, lose 2 attacks/melee are -5 to strike parry and dodge. if victims fall, they take standard fall damage. the cylinder has 10 md per 25 cubic feet (less than 3x3x3) the cylinder can be maintained at 15ppe/minute per level experience (eg 6th level walock casts for 12 minutes with 25 ppe, extends an extra 6 minutes with 15 ppe) -------- Repel Metal Objects-an invertes electro-magnetism spell - level 6 range: 100 ft + 20ft/level damamge: varies duration: 1 melee per 2 levels of experience ppe:35 save: dodge if possible max weight: 200lb + 20lb/level, but objects must be 40% iron the warlock will be able to repel objects containing iron with enough speed to do mega-damage! Damage: below 100lb, same as telekinesis:minor above 100lb, d4 md per 100lb NOTES: the pushing force is equivelent to a supernatural ps 25, no damage bonus is included single railgun rounds can be deflected, if not stopped in their tracks, with a parry of +3 ---------- Patch of Tar-turns surface ground, even cement and asphalt, into an extremely sticky, gummy tar - level 3 range 20 ft/level area: 10ft/level duration: permanent damage: none, although there's a 40% chance open flame will ignite it ppe:10 save: avoid it effects: humanoids: -50% speed, -3 dodge, -30% sense of balance vehicles: below 500lb there's a 40% chance you're stuck above 500lb there's a 20% chance you're stuck robots: below ps 25, -50% speed, -3 dodge above ps 25, -25% speed, -1 dodge NOTE: GM's have discretion in how you get stuck, if the vehicle's traction gives it any bonuses or penalties, etc. a dispel magic barriers has a 40% chance of turning the ground to normal --------- Oil Slick -the top layer of ground is transformed into a slippery layer of oil, will not work on metal, only earth - level 4 range: 15ft/level area: 10 ft/level duration: permanent damage: varies ppe: 15 save: avoid at -2 dodge effects: humans & robots: 30% chance slip with every move, -25% sense of balance takes d4 melee actions to get up again, 30% chance of failure vehicles: -10% control roll/ 10 mph ---------- Grow plants- can grow plants from seed to maturity in d4 melees-level 5 range:20 feet duration: 5 min/level ppe: 25 save: none unless a sentient plant Area: 5 feet per level --------- Stone Rain- amplified version of flying stone - level 8 range: 100ft + 20 ft/level (note- minimum 50 ft) height: 50ft +10ft/level (note- this height is acheived in the middle of the volley, so if you're trying to hit an air-born target, range will be halved) ppe: 75 damage: 2d6x10 mdc to center target! d6d6 mdc to outer targets. no,this is NOT a nice spell area affected: 10 feet / two levels center target is -1/(level of warlock) to dodge and takes full damage outer targets are -(d4+1) to dodge, each rolls separately rolling with impact is possible, but at -3 for the center target. --------- Iron to silver- antivampire spell- level 4 range: touch ppe: 20 damage: applies to iron weapons: same as the original damage of the iron weapon, only now it hurts vampires! max weight: 2 lb/level duration :1 melee per level of spellcaster limitations: same as the enchant metal spell: the iron must be at least 90% pure, with minimal man-made impurities ----------- Alter Gem- gem metamorphing spell- level 6 range: touch duration: permanent ppe:90 size: (this is the ambiguous part) 200 credit value per level as the spell states, it can metamorph gems with a touch. example: a topaz worth 900 credits can be turned into a diamond worth 900 credits, and vice versa. this will result in a change in size, of course. this spell can also be used to MERGE two gems of the same type together, providing neither gem exceeds the warlock's ability. example: a 7th level warlock can merge a 100 credit sapphire and a 1400 credit sapphire together to make a 1500 credit sapphire, which is beyond his ability to manipulate anymore.