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dom6:earth

Earth

Earth is an Elemental path of magic. Among the four Elements, it governs what is solid. Its kings govern the mountains above and the caverns below, with the soil having fallen to the seduction of Blood.

Of the Elements, Earth is among the toughest to Evoke, but one of the easiest to Alter. In Thaumaturgic tradition, the path is melancholic, resembling a more-negative sort of passivity. In the Way of Five Elements, it is conservative and stable.

After Holiness, Earth is most prolific path in the Early Ages, with only Nature coming close; fittingly, this is when great forces still roam the land or emerge from the crust, while much of mankind toils without a grander ambition than survival. But like an exposed stone in the desert, talents in Earth steadily erode over the ages, with the master Earth Mages steadily giving way to either lesser heirs or no one in particular.

Earth Spells

Earth is well-known for its buffs. Strength, Natural Protection, Armor Protection, Elemental Resistances, and even Magic Resistance are available to even an average Earth Mage. Earth can even give fellas Stunning and Armor-Piercing attacks.

Earth has some direct damage spells, but much of them are nonmagical. Creating rocks and blades is hard enough, let alone enchanting them. Many are physical hits of a particular weapon type. Earth does have some very nice army-pinners, though.

The four Elements have a variety of checks and balances against each other, even against themselves. Earth's stronger Protection spells also give Elemental Vulnerabilities, for example, specifically against Cold and Lightning; and while Earth mages also get Shock Resistance, the elemental attack spells come out much faster than buffing spells. Air also counters Earth's more-ubiquitous attack spells, by letting fellows float or fly.

Pure Earth

Skill Level Early Research (0 - 3) Medium Research (4 - 6) Late Research (7 - 9)
earth 11 (a dabbler) Shooting Rocks
Cave Summons
Rapid Punching
Lesser Entrapment
Ogres
Personal Shock Resistance
Lesser Alchemy
Lesser Armor-Breaking
Personal Stoneskin
Lesser Earth Elementals
Personal Ironskin
Limited Magic Resistance
Strong Self-Buffing
earth 22 (average) Strength
Clockwork Soldiers
Lesser Armor-Upgrading
Personal Path-Boosting
Lesser Shock Resistance
Entrapment
Cave Drakes
Lesser Stoneskin
Clockwork Murderdwarves
Lesser Stunning Attacks
Site-Searching
Lesser Ironskin
Greater Alchemy
Robots
earth 33 ("mastery") Armor-Breaking
Army-Encumbering
Shooting Blades
Greater Armor-Upgrading
Stone Golems
Greater Earth Elementals
Trolls
Earth Spirit-Bears
Stoneskin
Greater Shock Resistance
Crushing Entrapment
Inanimate-Breaking
Greater Strength
Lesser Weapon-Upgrading
Hill Giants
Ironskin
Army-Rusting
Living Statues
Greater Stoneskin
Iron Golems
earth 44 ("god-like") Earth-Shaking
Patrolling for Vibrations
Troll Kings
Supreme Armor-Upgrading
Greater Stunning Attacks
Earth Elemental Hordes
Greater Weapon-Upgrading
Supreme Shock Resistance
Greater Ironskin
Supreme Stoneskin
Instant Castles
earth 55 Wall-Shaking
Petrification
Premium Item Forges
Mining Windfalls
Weaponized Apathy
Wall-Buffing
Air-Dispelling
Orderly Fort-Defenders
Magic Phase Assassinations
Earth Kings
Robot Militias
Supreme Stunning Attacks
earth 66 Drilling for Gems
Supreme Strength-and-Ironskin

Crosspaths

These are the crosspath effects with Earth as the primary path.

  • Earth/Fire: Magma spells (though Lava has Fire as the primary path), Goldskin, and heat-powered robots.
  • Earth/Air: Flying rocks, including winged ones (Gargoyles) and raining ones.
  • Earth/Water: Cave Crabs, Rust Clouds, and pulling entire provinces underwater.
  • Earth/Astral: Meteor spells (though "Falling Stars" have Astral as the primary path), Leadskin, and Element-impeding.
  • Earth/Death: This combination can ruin harvests, but it can also locate and re-empower buried kings.
  • Earth/Nature: Nothing that Nature isn't the primary path in, unfortunately.
  • Earth/Glamour: Nothing that Glamour isn't the primary path in, unfortunately.

Indirect Magic

An Earth Mage with earth 33 or higher has 3 extra points of Natural Protection, presumably due to having a better understanding of physical things. An Earth Mage with earth 44 or higher also has at least 50% Affliction Resistance (+1).

Inanimate beings who aren't Undead or Demonic can better-maintain their bodies with Earth Magic. Each level they have, gives them 50% more years (additively) before they get old. Typically, this will only really matter against Decay.

Last-but-not-least, each level of Earth Magic skill bestows 10 points of Magic Leadership, important for leading Living Statues and other beings.

Path Boosting

In battle, earth 22 mages can cast Summon Earthpower for a temporary +earth 11 bonus, along with 4 points of Reinvigoration.

Outside of battle, there are twelve Earth-boosting items, but half of them are artifacts. The only "common" non-Artifact is the time-honored pair of Earth Boots (requiring Construction Level 5 and earth 22); the next-most-common one is the Blood Stone, another Construction 5 item, which requires blood 33earth 22.

dom6/earth.txt · Last modified: 2024/06/24 16:24 by fenrir