Earth

In order to gain access to any of the Earth Abilities and their derivatives, you must take on Elemental Affinities first.

Table of Contents

  1. Elemental Affinities
  2. Earth
    1. Basic
    2. Intermediate
    3. Master
  3. Metal

Elemental Affinities

Earth Affinity: Basic

Requirements: None.

Passive.

This shows a basic understanding of the element of Earth.

Earth Affinity: Intermediate

Requirements: Earth Affinity: Basic.

Passive.

This shows an intermediate understanding of the element of Earth.

Earth Affinity: Master

Requirements: Earth Affinity: Intermediate.

Passive.

This shows a mastery of the element of Earth.

Metal Affinity

Requirements: Earth Affinity: Intermediate.

Passive.

Understanding of Earth has allowed for the manipulation of metal.

Earth

Basic

Triple Shot

Requirements: Earth Affinity: Basic.

Active. One to three entities in sight.

3d2 damage. Create and send three pebbles at one to three entities. Roll for aim for each pebble.

Wall

Requirements: Earth Affinity: Basic.

Active. Up to Movement Speed in range, up to Movement Speed in height and width.

Create a one-foot-thick wall that provides cover and blocks projectiles. If the wall falls on an entity, it does 1d6 damage.

Intermediate

Boulder

Requirements: Earth Affinity: Intermediate.

Active. Up to twice Movement Speed in range, five-foot sphere.

2d10 damage. Summon from the Earth a boulder and send it flying at a target, hitting all in range.

Crush

Requirements: Earth Affinity: Intermediate.

Active. Up to twice Movement Speed in range, effect size no greater than five-foot sphere.

Pick something made of Earth and cause it to topple, break, or turn to dust.

Master

Ditch

Requirements: Earth Affinity: Master.

Active. Up to twice Movement Speed in sight in range, effect size up to Movement Speed in depth.

Make a ditch in the ground at a given location. Any entities standing where the ditch is made will fall.

Gems

Requirements: Earth Affinity: Master.

Active.

Create a gemstone from stone. Cost to use this Ability increases for each one-hundredth of an inch, cubed, that is attempted to be converted. Works with Triple Shot and Boulder.

Lava Expansion

Requirements: Earth Affinity: Master, Fire Affinity: Basic.

Active. Up to Strength times Movement Speed in sight in range, effect size up to Movement Speed times Strength in height and width.

2d12. Create a wave of lava from Earth that flows over a target. It cools rapidly and solidifies.

Seismic Sense

Requirements: Earth Affinity: Master.

Active. Circle centered around self of up to diameter twice Movement Speed. 1 minute.

So long as the user is touching the ground, be able to sense everything also touching the ground in range. In addition, be able to pick up when someone is knowingly lying.

Metal

Accelerate

Requirements: Metal Affinity.

Active. Scaleable.

Increase the speed of a metal projectile such as an arrow, a bolt, a throwing knife, or a bullet. Increases the damage by increasing the velocity; more tiring to use the more damage it does… +1d per scaling.

Anvil

Requirements: Metal Affinity.

Passive.

Double the goods produced by Crafting: Weaponry so long as they require Metal.

Chrysopoeia

Requirements: Metal Affinity.

Active.

Create metal from stone. Cost to use this Ability increases for each cubic inch that is attempted to be converted. Works with Triple Shot and Boulder.

Mercurial

Requirements: Metal Affinity, Water Affinity: Basic.

Active.

Manipulate liquid metals into new shapes.