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

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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!

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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

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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)

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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

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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

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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

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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

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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.

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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

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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.