Elemental Abilities – Earth

Churning Earth As a standard action, make a Magery check and compare it against the Reflex defense of all targets in a 3-square burst which has its center point within 12 squares of you and within your line of sight.  The area inside the burst is treated as difficult terrain for 1 round.  If you beat a target’s Fortitude defense by 5 or more, they target falls prone.  You can maintain this effect from round to round by spending a standard action and making a Magery check, as normal.  Once you stop maintaining this ability, you must wait 5 rounds before activating it again.

Impale As a standard action, make a Magery check vs a target within 12 squares of you and within line of sight.  If your check beats their Reflex defense, they take 2d6 damage, plus half your heroic level.  If the target is adjacent to a solid material (not the floor) and you deal damage to the target, check if your Magery check beats the target’s Fortitude defense.  If it does, the target is pinned against the surface and cannot move without making a Strength check of DC 10 + your Wisdom modifier to pull the rock spike out of the surface.  The target could also pull the spike out, which inflicts 3 bleed damage until healed.

Manipulate Earth – This functions like the Change Earth incantation, except that it’s duration is permanent.  You can use this ability once per encounter, or with a 1 minute cooldown period outside of combat encounters.

Rock Anchor This ability has two uses.  First, as a reaction, you may root yourself in any form of solid earthlike material in order to prevent yourself from being moved against your will.  Second, as a standard action make a Magery check against any target within line of sight and 12 squares of you.  If you beat the target’s Fortitude defense, the target is rooted in the earthlike material beneath their feet.  You can maintain this from round to round by spending a standard action and making the Magery check again, otherwise it lasts until the start of your next turn.

Rock Barrier As a reaction, you can build a barrier of earth to block an incoming attack.  This functions as the Intercept spell, but you must be standing on a solid surface in order to use it.  On your first turn after the attack which caused you to trigger this ability, you can hurl the barrier at a target within 12 squares of you and within your line of sight.  To do so, make a Magery check.  If you beat the target’s Reflex defense they take 4d6 damage and are additionally knocked prone if you beat their Fortitude defense as well.  You can use this ability once every 5 rounds.

Rock Blade As a move action, you can shape a non-powered simple melee weapon appropriate for your size out of rock or a similar material.  This weapon does damage identical to a manufactured version of it, and lasts until you release it from your grasp.

Rock Spray As a standard action, you can fragment the earth before you and hurl it at your enemies.  Make a Magery check and compare it to the Reflex defense of all targets in a 2-square wide line extending in a chosen direction from you.  If you beat a target’s Reflex defense, it takes 1d6 damage for every 4 character levels you have (half damage if you fail to beat their Reflex defense).  This is an area of effect attack, and you can use it once every 5 rounds.

Tunneling – You may pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. This ability leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.  Once activated as part of a move action, this ability lasts for a number of minutes equal to your character level. Once you have used this ability, you must wait until 5 minutes after the end of its duration before you can use it again.  This ability does not let you ignore falling damage, as it must be activated while you are in contact with the material you are burrowing through.

Tremorsense – As long as you are standing on bare earth, you gain tremorsense out to a range of 2 squares, plus 1 square for every 5 character levels you have.

Unsteady Ground As a standard action, make a Magery check to upset the ground beneath a target within 12 squares and within your line of sight.  If your Magery check beats the target’s Fortitude defense, the target treats its square as difficult ground.  If it beats the target’s Fortitude defense by 10 or more, the target falls prone in its square.  You can use this ability once every 5 rounds.

Epic Space Adventures Abound!