HGd10PHB - Spectrum - Earth

Earth Spectrum - Geomancy
The spectrum of Earth involves any control of dirt, soil, stone, metal, or crystals. The only solids that earth wielders don't control are complex materials such as plastics or living things. Earth is one of the four primal elements. It is often a neglected element, forgotten or taken for granted. However, it is by far the most versatile and practical of the four elements as well as the most enduring in it's creative effects. Earth spells for external casters tend to progress through materials as an earth wielder grows in skill. The following is the rank of least to greatest in terms of both skill needed and power or functionality of the result: though these are technically all the same thing.
 * Earth (dirt, soil), Stone (rocks), Metal, Crystal

There are those who make a pact with the Realm of Earth and use only earth magic exclusively. Such a sorcerer is referred to as a Geomancer. On Loar, this means they have access to a very wide range of earth based spells almost immediately and are better at summoning earth elementals (shards, geodes, and beyond), and can eventually reach a state called Incarnate, where they become a creature of living earth for a time and therefore a creature of great power. However, they are limited only to earth spells. The moment they cast a spell of any other kinds, elemental or not, they lose their connection to the realm of earth, all the bonuses, and the Incarnate state and become just a regular mage.

Earth and Other Spectra
Earth spells that do damage are much like mundane weapons. They crush, slash, pierce, or bludgeon.

Earth spells and effects and earth-based creatures take varied amounts of damage from other earth-based spells and creatures. Hammers and crushing spells are generally considered particularly effective.

Earth tends to redirect and control air, but in some cases, air-based spells and creatures can cause severe problems for earth. Because of its sparse molecular structure, air can get into the cracks and fissures that even water struggles to find. Sonic attacks can shatter earth constructs by setting up resonant frequencies within the structure. Wind attacks, however, tend to be completely ineffective against the more cohesive earth spells and constructs such as those made of metal or crystal.

Air has the capacity to get into even the smallest cracks in earth and stone and against creatures and constructs of these two forms of Earth cause double damage. Sonic attacks do double damage against crystal-based creatures and constructs. However, metal constructs and creatures are immune to air.

Earth can contain or harness fire for quite a number of effects. It can also remove fuel sources and snuff out or at least reduce fire's effects. Fire, or perhaps the removal of heat, is capable of shattering rock and crystal and intense heats melt metals. However, there is often little consuming of the material involved so fire does not gain an advantage nor have a disadvantage against earth.

Earth has little special relationship with the Life or Deep Spectra with the following exceptions. Flora and Earth often work well together as earth gives nourishment and a place to root for plants. Order and Earth often work well together because of the structured nature of Earth.

Earth's relationship with the Natural Spectra is more solid. Whether providing lenses for

Earth Aid Spells
Earth Aid spells are going to be more focused on equipment and structures, shoring them up, keeping them together. For example, a stone or metal bridge that has stress fractures could be aided temporarily to maintain its integrity as a caravan of refugees crossed.

Earth Attack Spells
Earth is one of the easiest spectra to devise attacks with given that many of the weapons are already made out of some form of Earth. From bullets to blades to bludgeons, Earth has a variety of obvious ways to do harm. However, there are more subtle ways as well. A cloud of razor-sharp glass inhaled will do as much or more damage than a sword swung against an armored foe.

Earth Defense Spells
Like Attack, Earth is one of the easiest spectra to devise defensive spells with given that much of what protects living things in combat is already made of some form of Earth. Metallic armor, ceramic shields, and even earthen mounds to hide behind all form defensive barriers to protect from both physical and energy attacks. Earth defense spells can also take the form of temporary interceptions of attacks such as a rain of stone to catch a hail of incoming arrows. The most popular form of Earth Defense however are the Earthskins, a progressively more powerful line of skins used to ward off both physical and magical attacks. From Earthskin, through the metallic spells of Copperskin, Silverskin, Ironskin, Goldskin, and Platinumskin to the crystalline series of Gemskins, each provides a level of impervious protection for a limited amount of time depending on the skill of the caster.

Earth Enchant Spells
Enchant Earth is a catch-all category for Earth-spells that don't fit anywhere else. Enchantments are generally temporary (unless the Imprint process is used) but provide interesting effects. Enchanting a set of gloves might provide rapid burrowing through various stone, metallic, or crystal media. Enchanting a hammer to do additional damage to metal armor. Placing an enchantment on some existing stone, metal, or crystal object can enhance its obvious purpose or allow it to do a number of amazing things that such an object may never have been intended to do in relationship to Earth.

One of the most common Earth Enchant spell series is the animate effect. Causing a statue or other Earth-based object to be able to move, attack, defend, or follow other mental commands for a short time is a staple use of the Enchant Purpose.

Earth Illusion Spells
Illusionary Earth spells are difficult and rare because of the solid nature of Earth. However, dust can be shaped into a temporary form, statues and even buildings can be altered momentarily to appear in a manner other than their normal. Earth-based objects can even be caused to vibrate creating sound much the way a horn or guitar string might.

Earth Learn Spells
Earth spells used for learning and communication often take physical form through written media. A pair of tablets where what is written in chalk on one appears on the other is an example of this. Earth - Learn spells also help in tracking or understanding what might have happened in a given environment through the contact that creatures or object had with the ground or other Earth-based surfaces.

Earth Movement Spells
A popular Purpose with Geomancers, the Movement purpose for Earth produces a wide range of effects. Transporting stone, metal, and crystal from one place to another with magic is the simplest form. However, Movement allows for more than just transportation. It can be used much like a puppet-master moves a marionette causing objects to animate while the spell caster concentrates on them.

Earth Summon Spells
The most common summoning spells for Earth are air elementals such as Shards, Geodes, and the like. However, there are plenty of organic creatures that have ties to the element of Earth which allow them to be summoned as well. See the Creature Codex under Elemental Connection to see if a creature is connected to the Earth spectrum.

The Summon Earth ability can also be used to bring into existence (from the Realm of Earth) any number of things. Coins, weapons, armor, buildings, parts, vehicles, anything that doesn't have the raw materials available in the immediate environment can be brought to the caster and used as the caster desires.

Earth Transformation Spells
Earth Transformation is about converting one form of Earth-based substance into another. The most basic example of this is taking dead, rocky, or otherwise useless ground and turning it into arable, rich soul that can grow crops. However, the transmutation of lead into gold (chrusil) is not out of bounds.

Primal Spectra

 * Air
 * Earth
 * Fire
 * Water

Life Spectra

 * Body
 * Mind
 * Soul
 * Flora
 * Fauna

Natural Spectra

 * Chemical
 * Electromagnetic
 * Gravity
 * Nuclear
 * Space
 * Time

Deep Spectra

 * Arcane
 * Chaos
 * Eldritch
 * Order
 * Void

Primary Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement