Earth Spells
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Earth Spells lists the 75 spells available through Earth Magic in the NERO 10th Edition, preview v1. Explore healing, restoration, necromancy, protection, and control spells available through Earth Magic.
Using This Directory
- Casting Skill: Earth Magic Spell Slot provides casting capacity for this school.
- Shared Spells: Entries marked Shared are also available to the other school. Both directories link to the same individual spell page.
- Spell Details: Select a spell for its full effects, limitations, incantation, and scroll or potion availability.
Level 1 Spells
- Bless — Indefinite. Grants five additional Body Points, lost before the recipient's other Body Points.
- Calm Animal — 5 Minutes. Calms one ordinary animal, fish, or bird for five minutes unless attacked.
- Cause Light Wounds — Instant. Deals 5 Body damage, or restores 5 Body Points to undead.
- Cure Light Wounds — Instant. Restores up to 5 Body Points, or deals 5 Body damage to undead.
- Free Undead — Instant. Releases an undead creature from Trap Undead.
- Fumble — 5 Seconds. Shared. Prevents use of one named hand-held item for five seconds.
- Illumination — 5 Days. Shared. Activates a represented light wand that anyone may use.
- Improved Hearth — 1 Hour. Shared. Extends the caster's prepared hearth to one hour for the casting school.
- Shun Animal — 5 Minutes. Applies Shun to an ordinary animal.
- Stabilize — Continuous. Stabilizes a valid First Aid recipient as though First Aid had been completed.
- Trap Undead — Line of Sight. Pins a lesser undead, which cannot rip free.
Level 2 Spells
- Cause Wounds — Instant. Deals 10 Body damage, or restores 10 Body Points to undead.
- Control Undead — 5 Minutes. Controls one lesser undead with commands no more complex than an animal can follow.
- Cure Wounds — Instant. Restores up to 10 Body Points, or deals 10 Body damage to undead.
- Detect Magic — Instant. Shared. Reveals magic and its school on a target and visible items, plus barrier duration.
- Empathic Healing — Instant. Transfers one listed detrimental effect from a target to the caster with a fresh duration.
- Magic Armor — Indefinite. Shared. Blocks the next weapon strike or Physical attack, including zero-damage hits.
- Pin — Line of Sight. Shared. Anchors the target's right foot in place.
- Repel — Concentration. Shared. Keeps the caster and recipient at least 10 feet apart while maintained.
- Turn Undead — 5 Minutes. Drives lesser undead out of the combat area.
Level 3 Spells
- Cause Disease — Indefinite. Causes a noncontagious disease that prevents running.
- Charm Animal — 5 Minutes. Makes an ordinary animal docile and non-aggressive under the listed charm effect.
- Cure Disease — Instant. Cures disease.
- Harm Undead — Instant. Deals 30 points of Body damage to an undead creature.
- Help Undead — Instant. Restores 30 Body Points lost to damage on an undead creature.
- Remove Weakness — Instant. Removes all active Weakness effects from a creature.
- Shatter — Instant. Shared. Destroys an eligible item no larger than a shield.
- Weakness — Indefinite. Reduces weapon damage by five, to a minimum of zero.
Level 4 Spells
- Awaken — Instant. Shared. Rouses a target from Waylay, sleep, and the listed charm effects.
- Bind — Line of Sight. Shared. Binds the target's arms while allowing speech and movement.
- Calm — 5 Minutes. Shared. Makes a target docile and non-aggressive until attacked or the spell ends.
- Cause Serious Wounds — Instant. Deals 20 Body damage, or restores 20 Body Points to undead.
- Cure Serious Wounds — Instant. Restores up to 20 Body Points, or deals 20 Body damage to undead.
- Desecrate — Indefinite. Protects against living creatures' non-ranged attacks while the required posture is maintained.
- Poison Shield — Indefinite. Protects against the next attack whose verbal includes the word poison.
- Remove Fear — Continuous. Shared. Removes the target's Fear effect.
- Sanctuary — Indefinite. Protects a recipient with clasped hands from non-ranged undead attacks.
- Shun — 5 Minutes. Shared. Prevents the victim from attacking the caster and compels them to keep their distance.
Level 5 Spells
- Purify Blood — Instant. Removes the specified active poison and other listed effects without restoring damage already taken.
- Release — Instant. Shared. Frees the target from the listed binding effects and qualifying physical restraints.
- Shield Magic — Indefinite. Shared. Negates the next qualifying spell, including a beneficial one.
- Silence — 5 Minutes. Shared. Prevents speech and spellcasting while preserving required out-of-game calls.
- Taint Blood — Indefinite. Leaves a metabolic creature too weak to fight or use game Skills.
- Web — Line of Sight. Shared. Immobilizes the victim from the neck down while leaving them able to speak.
Level 6 Spells
- Cause Critical Wounds — Instant. Deals 30 Body damage, or restores 30 Body Points to undead.
- Circle of Harmony — 1 Hour. Shared. Creates an outdoor prepared hearth for the casting school of magic for one hour.
- Cure Critical Wounds — Instant. Restores up to 30 Body Points, or deals 30 Body damage to undead.
- Destroy — Instant. Shared. Makes a tagged item up to door size unusable and destroys its contents or attachments.
- Elemental Shield — Indefinite. Shared. Blocks and is consumed by the next effect whose verbal includes “elemental.”
- Remove Physical Affliction — Instant. Removes active effects whose verbal includes Physical.
- Sleep — 5 Minutes. Shared. Puts an eligible creature into deep sleep.
Level 7 Spells
- Charm — 5 Minutes. Shared. Makes a minded target regard the caster as a trusted friend for five minutes.
- Create Undead — 5 Minutes. Reanimates an eligible recent corpse as a controlled zombie and suspends its resurrection count.
- Curse — Indefinite. Doubles damage from normally effective attacks before Spell Defenses are applied.
- Destroy Undead — Instant. Destroys one lesser undead or deals 70 Body damage to a greater undead.
- Extended Hearth — Indefinite. Shared. Makes an existing Circle of Power or Ward a personal hearth for the casting school.
- Remove Curse — Instant. Removes a Curse effect without restoring lost Body Points.
- Remove Drain — Instant. Cures Drain, while Drain Life still requires Life.
- Restore Limbs — Instant. Restores all of the target's Withered limbs to use.
- Tarry — 5 Minutes. Extends an eligible dead target's death count while preserving reset limits and the spirit's choice to resurrect.
- Wither Limb — Indefinite. Makes a selected arm or leg infirm and unusable.
Level 8 Spells
- Cause Mortal Wounds — Instant. Deals 40 Body damage, or restores 40 Body Points to undead.
- Confine — Line of Sight. Shared. Immobilizes a target from the neck down while allowing speech.
- Corruption — 1 Minute. Restores a qualifying undead or chaos-healed target to full Body after one minute of concentration.
- Cure Mortal Wounds — Instant. Restores up to 40 Body Points, or deals 40 Body damage to undead.
- Dispel Magic — Instant. Shared. Removes non-formal magical effects unless a specific exception or defense applies.
- Paralyze — 5 Minutes. Completely immobilizes a creature with a metabolism.
- Reflect Magic — Indefinite. Shared. Returns the next qualifying spell to its original caster.
- Regeneration — 1 Minute. Restores an eligible living target to full Body Points after uninterrupted Regeneration.
- Unparalyze — Instant. Frees the target from all paralyzing effects.
Level 9 Spells
- Banish — Instant. Shared. Banishes a qualifying extraplanar creature to its native plane for 24 Tyrran hours.
- Circle of Power — 10 Minutes. Shared. Creates a protective circle that no effect, person, or object can cross.
- Death — Instant. Kills a creature with a metabolism, leaving its armor intact and ending active spells.
- Inspiration — Instant. Refreshes one used Build Point daily skill, once per recipient per reset.
- Life — Instant. Restores a recently dead creature to one Body Point within five minutes of death.
Spell Durations
- Instant: The spell takes effect immediately. Damage and other lasting consequences remain until removed by the appropriate means.
- Timed: The spell lasts for the stated period, subject to any ending conditions in its description.
- Indefinite: The effect remains until its listed counter is applied, the effect is expended, or the target dies.
- Concentration: The effect lasts while the caster concentrates. The caster cannot run or use game Skills while concentrating, subject to the spell's specific rules.
- Continuous: The caster repeats a verse, litany, or song and may deliver the spell's incantation at the end of each repetition, using one Spell Slot. The caster cannot speak outside the verse or incantation, use other Skills, or pause for more than five seconds. Concentration restrictions also apply. A single use may be cast with only the incantation; individual spells may add restrictions.
- Line of Sight: The effect continues while either caster or target has an unobstructed line to the other. Closing the eyes or hiding behind another character does not break it. A large, immovable obstruction must block the line for more than ten seconds to end the effect. The effect ends immediately if the caster becomes unconscious and can last no longer than five days.
Spell Defenses in This School
Elemental Shield, Magic Armor, Poison Shield, Reflect Magic, Shield Magic are the Spell Defenses available through this school. They are cast in advance and protect against one appropriate incoming attack or effect before being expended.
Characters know which Spell Defenses are active on them. A defense applies to the next appropriate incoming effect even if the effect would otherwise have no effect on the target. Make the correct defense call within three seconds. Each defense's page explains its triggers, exceptions, and priority.