Path of the Earth Arcana

*“Balance in all things."*

**Requirements:** Mana Shield (Raw Arcana), Base Course Set

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Stone Fortitude**

**Cost:** 400 XP

**Expedited for:** Magic

**Activation**: Passive

For every ability purchased in the Path of the Earth Arcana, gain 1 max HP.

**Sandstorm**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 9 / 14 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

The target hex and all hexes within a [ 1 / 3 / 6 ] meter radius fill with violent sand. Targets inside the sandstorm take a [ -1 / -3 / -6 ] penalty to casting rolls and 10 times as much to Accuracy. You can choose to make the target area smaller if you choose. This spell lasts while maintained as a Reaction.

**Dome Shield**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 14 / 20 ]

**Activation**: 2 Actions

**Range**: Personal

You conjure a dome of hardened earth around you. The dome’s edge may be up to a [ 1 / 3 / 6 ] meter radius around you. The dome has [ 25 / 75 / 300 ] HP. When it reaches 0 HP or you dismiss the spell, the dirt forming the dome turns to a fine sand and crumbles completely. This spell lasts while maintained as a Reaction.

**Piercing Pebbles**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 14 / 20 ]

**Activation**: 2 Actions

**Range**: 12 meters

Choose a hex within SPI meters away. Make an Arcane weapon basic attack against all hexes in a line to that hex. This attack deals [ 0 / 1d6 / 3d6 ] + SPI damage ignoring Armor.

**Earth Hand**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 0 / 1 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 1 Action

**Range**: [ 6 / 12 / 100 ] meters

You are able to manipulate dirt and soft ground. You can dig or construct at a rate of [ 1 / 2 / 3 ] cubic meters per Round. This spell has little effect on anything weighing over 5 pounds (or 1 Bulk) and can't break stone, except that it can move stones weighing [ 1 / 3 / 10 ] Bulk or less. By manipulating soft ground and small rocks, you can also pick up or perform basic interactions with anything within Range. You can maintain this spell as a Reaction.

**Stone Skin**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: Personal

Your skin becomes rock hard. You gain the buff *Stone Skin*: gain Armor equal to [ half / once / twice ] your Spirit. You may wear an *Armor Piece* on top of *Stone Skin*. *Stone Skin* may be damaged by Armor-damaging effects. If **Stone Skin** is cast again, the new buff replaces the previous *Stone Skin*. If you have completed the Path of the Earth Arcana, *Stone Skin* is a permanent buff (it does not fade at the end of the Encounter).

**Impasse**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You raise the ground into a protective wall. The wall forms a [ 3 / 6 / 12 ] meter line anywhere in the spell's Range with a height of SPI meters. The wall may be smaller in height or width if you choose. The wall can be scaled as rough terrain with a DL [ 9 / 16 / 24 ] Strength check. Each meter of the wall has [ 10 / 20 / 40 ] HP and [ 5 / 10 / 15 ] Armor.

**Shape Stone**

**Prerequisite**: **Earth Hand**

**Cost:** 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You move dirt, rock, or sand into a hardened structure or simply out of the way. You can shape [ 2 / 4 / 16 ] cubic meters in this way; each cube of hardened stone formed has [ 10 / 20 / 40 ] HP and [ 5 / 10 / 15 ] Armor. The most common applications of this include forming protective or environmental barriers, creating pits or entrances, and expedient construction.

**Jagged Floor**

**Prerequisite**: **Impasse**

**Cost:** 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You create sharp stone spikes along the ground in up to [ 3 / 6 / 18 ] contiguous hexes anywhere within the spell's Range. Creatures that move through a hex with these stone spikes take 1d6 damage and take a -3 Speed debuff. Any damage to these spikes will destroy them.

**Sudden Shield**

**Prerequisite**: **Dome Shield**

**Cost:** 500 XP

**Expedited for:** Magic

**Activation**: 1 Reaction, 10 Vim

Cast **Dome Shield** immediately as a Free Reaction. Casting **Dome Shield** in this way resolves before any declared attacks or similar harm.

**Stone Fist**

**Prerequisite**: **Stone Skin**

**Cost:** 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Personal

Your fists solidify into rock. Gain the buff *Stone Fist*: Unarmed attacks you make with your fists deal an additional [ 1d6 / 2d6 / 3d6 ] + SPI damage. You can maintain this spell as a Reaction.

**Rumble**

**Cost:** 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Personal

You knock down enemies by shaking the ground itself. All enemies in a [ 3 / 6 / 18 ] meter line or [ 2 / 4 / 9 ] meter radius must succeed a Strength check versus your Spellpower or be knocked prone and take [ 1d6 / 2d6 / 3d6 ] + SPI damage.

**Earthquake**

**Prerequisite**: **Rumble**

**Cost:** 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

*You ripple the earth.*

When this spell is successfully cast, you automatically [ half-cast / normal-cast / double-cast ] **Rumble** from any point within the spell's Range, then the affected area becomes [ rough / rough / very rough ].

**Fissure**

**Prerequisite**: **Earthquake**

**Cost:** 600 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You split the ground, creating a deep pit anywhere within Range. The pit is a [ 3 / 6 / 12 ] meter line [ 1 / 2 / 3 ] meters wide and as deep as you choose up to [ 1 / 3 / 5 ] times SPI meters. The walls of the fissure can easily be scaled as rough terrain with a DL 10 Strength check. Creatures standing where the pit is made can attempt an Agility check versus your Spellpower to move to the nearest unaffected adjacent hex, otherwise they fall into the pit and take standard fall damage. If no adjacent hexes are unaffected, the creature automatically fails this check.

**Burrow**

**Prerequisite**: **Shape Stone**

**Cost:** 600 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: [ 2 Actions / 1 Action / 1 Reaction ]

**Range**: Personal

While this spell is active, you gain the ability to burrow underground and glide through soft dirt or sand as a fish through water. You move through the ground with a Swim Speed of [ 4 / 8 / 12 ] + SPI. This spell lasts while maintained as a Reaction.

**Seismic Sense**

**Prerequisite**: **Burrow**

**Cost:** 700 XP

**Expedited for:** Magic

**Activation**: Passive

You gain the ability to detect any movement within 30 meters by sensing vibrations in the ground or air. This allows you to acutely "see" moving objects and creatures within Range and know their precise locations even if you can’t perceive them with your other senses.

**Earth Prison**

**Prerequisite**: **Fissure**

**Cost:** 700 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 14 / 18 / 26 ]

**Activation**: 2 Actions

**Range**: 12 meters

You attempt to immobilize your target in a stone that you shape around their body. The target must succeed a Strength or Agility check versus your Spellpower. If they fail, they cannot move or be moved by any means while the spell is maintained as a Reaction. At the end of each of your turns while this spell is maintained, the affected target takes [ 0 / 1 / 2 ] stun damage and 1 paralysis damage. The **Earth Prison** has [ 10 / 20 / 40 ] HP and [ 5 / 10 / 15 ] Armor. Using 1 Action, the affected target may make a Strength check versus your Spellpower. If they succeed, the **Earth Prison** loses a number of HP equal to their Strength.

**Hurl Boulder**

**Prerequisite**: **Fissure**

**Cost:** 700 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 6 / 12 ]

**Casting DL**: [ 14 / 18 / 26 ]

**Activation**: 2 Actions

**Range**: 18 meters

You summon a pebble in your hand that you throw at your enemy. The stone gets increasingly larger the more distance it travels. This Arcane weapon basic attack deals [ 1d6 / 2d6 / 3d6 ] damage for every 3 meters traveled, rounded up. At 18 meters, the boulder lands and takes up the hex. If an enemy was in this hex, they are unavoidably pushed to an adjacent empty hex or take double damage as an automatic direct hit if there is no such hex. Targets hit with the boulder must make a Strength check of DL 2X where X is the number of meters traveled or be knocked prone. If the boulder comes in contact with any object or creature, it deals damage and stops growing.