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Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

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RunningLaser

8th level spells


Create Zombies has a range of 6 feet, permanent duration and there's no save.  This necromantic spell transforms recently deceased (very recently) into mindless zombie slaves.  Like Witch's Bottle, there's some nice fluff about how to complete the spell.  It involves white linen, drawing a circle, candles, and being performed in a graveyard at midnight by the light of a full moon.  Next step is to draw a symbol of power on the still warm throat of the deceased as the caster completes the ritual.  

The following paragraph outlines the stats for a zombie with the final sentence letting us know that unless a zombies head is removed from its body and buried separately or an exorcism is performed, then the zombie will rise once more.


Curse/Fever induces a severe fever on the target that halves all skill rolls and attacks.  There are also penalties to strike, dodge and parry.  The spell lasts 1d6 days per caster level and can only be removed by a Remove Curse spell.  The spell has a target of 30 feet and uses a standard save versus magic.


Doppelganger creates a magical clone of the caster.  This clone is at half power of the caster, but can create another clone of themselves.  The spell has a range of self, duration of 24 hours per caster level and there is no save.


Expel Demons lets a caster repel demons who fail a special saving throw- 18 or higher for lesser demons while greater demons must roll 12 or higher.  Demons who fail their save are repelled for at least one hour.  The spell has a 15 foot radius and lasts 15 melees per caster level.


Expel Devils functions exactly like Expel Demons.


Restoration has a range of 6 feet, a duration of 1 melee/permanent and has no save.  It's described as an awesome spell that can either fully restore health or completely restore missing limbs.  The downside is that each time the spell is cast, it drains the caster of one PE point.


Swords to Snakes made me smile.  It turns all swords and dagger into snake- angry snakes that bite the wielder for 1d4 points of damage per bite.  One sword can be transformed per caster level.  The range is 60 feet, duration of 6 melees per caster level and there is no save.


These are the 8th level elemental spells- Close Fissure, Earthquake, River of Lava, and Stone To Flesh.


Onto 9th level wizard spells.


Teleport (superior) can transport the caster and up to 1000 pounds per level.  Otherwise, it functions like Teleport mentioned earlier.


Summon Greater Familiar allows the caster to summon a lesser devil or demon by either signing a pact or through a battle of wills.  The battle of wills roll entails the caster rolling a d20 five times and getting at least three rolls under his MA stat.   Failure means the demon/devil attacks.  Success and the demon/devil serves the caster, although they will try to challenge the caster at least once a month.


The following are the 9th level elemental spells available to a wizard – Rainbow and Tornado.

Level 10 spells


Death causes an automatic 1d6 points of damage per caster level on the targets up to 60 feet away.  All saves are standard versus magic and the duration is one melee.


Havoc is effective up to 90 feet, affecting everyone in a 20 foot radius.  All targets within the effect who fail a standard save versus magic suffer 1d8 points of damage and suffer penalties to strike, parry and dodge.


Scroll Creation provides the caster with the temporary knowledge to create a scroll.  Scrolls can only be created from those spells that the caster knows.  There is no save needed.


These are the 10th level elemental spells available – Hurricane and Magnetism.



11th level spells


Dimensional Teleport allows the caster to have a 6% chance per level to teleport across dimensions.  The spell has a dimensional range, an instant duration and there is no save.


Resurrection allows the caster to bring someone back to life.  It has a 6 foot range, is instant/permanent, and there is no save.  The chance of success is 45% and can be attempted no more than three times on a corpse.  Missing limbs are not restored.


There is one 11th level elemental spell- Petrification.


Spells of Legend.

Now that we have finished will all 11 levels of wizard's spells, we move on to the Spells of Legend.  The four spells that are listed are said to be the only spells of legend that have survived the "great confrontation with the old ones".


Anti Magic Cloud is a spell that is prefaced by saying there is doubt as to the actual existence of this spell.  The spell creates a magical cloud (100 foot radius per caster level) that negates all magic within it.  To save, targets must roll an 18-20.  The spell lasts 20 melees per caster level.

The Barrier of Thoth creates an AR 18 400 SDC, with dimensions of 75'x75' x25 per caster level than prevents damn near anything from passing through, including spells.  It lasts 30 melees per caster level and there is no save.


The Crimson Wall of Lictalon creates a nightmare wall of lost souls that causes all (70% roll) but the most brave to flee in terror.  Merely touching the wall causes 6d6 points of damage unless a standard save versus magic is made.  Staying too long in the wall can cause a character to gain insanities or even becoming part of the wall itself.  The dimensions of the wall are 50'x50'x25' and lasts 20 melees per caster level.


Sanctuary is the last spell of legend.  This spell creates an area (50 foot radius per caster level) that "prevents all acts of aggression or hostility".  There is no save and the spell lasts 1d6 hours per caster level.  Any attempt to harm another while under the area of influence results in the aggressor becoming paralyzed.  


This ends all of the wizard spells.  We'll get to the next OCC- The Warlock.

RunningLaser

Warlocks are casters who derive their magical abilities from the elemental forces of the universe- earth, air, fire and water.  They are a bit of a mash-up between cleric and wizard.  You must choose an elemental lord to align yourself to and once you do it becomes your life sign and source of magical power.  You are not limited to choosing a single element- you can select two if you like as long as you have an IQ of 12 or higher.  However, having more than one elemental force limits how far you can progress into an elemental spell list as you are equally distributing your allowed spells between two lists instead of one.

Depending on what elemental force you choose, determines what kind of elemental magic is available to you.   The magic of a warlock is given to him by the elemental force in a similar fashion to how a cleric receives spells from their god.    As a warlock progresses in level, they are able to select spells from their elemental spell list and only their list.  It is stated that while warlocks are allowed multiple OCCs, due to the nature of their devotion to an elemental lord, they tend not to choose another magic OCC.  Warlocks are allowed to be of any alignment, although most perceive them to be evil due to the powers they represent.

There are four abilities that all warlocks receive- these are - speak elemental, sense elementals, non-aggression and summon elementals.  

Speak elemental allows the warlock to speak with all elementals.   It stressed that elementals are frightening destructive forces that have no regard for life- not due to them being evil, just that they are so alien.  The book describes elementals paying no more heed to us than most would an ant.  Most interactions between man and elemental would result in the man being torn limb from limb- save the warlock who is considered a type of kin.  The rules state that this kinship only extends to the warlock and not to any of the warlock's friends or family.

Sense elementals describes what the ability is.  The warlocks are so in tune with the elemental forces that they can sense have a 15% chance of sensing them per level out to a 60 foot range.

All warlocks enjoy non aggression from elementals.  This means that an elemental will not harm or kill a warlock unless forced to do so or in self defense.  Even then, an elemental will warn the warlock of its intent before it attacks.

Lastly, warlocks can summon elementals, but only the elemental type that matches their life sign (and while you can have two elemental forces, you can only have one life sign).  This is not an instantaneous summoning, but rather an involved ritual that can take a couple of hours.  Elementals do not like being away from their plane for long periods of time.  If a warlock keeps them too long, they will become agitated and demand their release.  If the warlock continues to deny the elemental a return to their plane, there becomes an increasing risk (percentile roll) of the elemental attacking the warlock.

Reading on we discover a few more tidbits of the OCC.  Warlocks have an intuitive understanding of elementals that is right up there with the most learned academics.  Their hand to hand and armor choices are the same as a wizard.   While they are akin to priests & clerics, they do not have their weapon restrictions.  And because they are warlocks, we find that all warlocks wear colored clothing dictating which elemental force they are aligned to.

Next we have the actual OCC entry.  To become a warlock you must have an IQ of 6 and an ME of 10 (to align to one elemental force) or an IQ of 12 and an ME of 14 ( to align to two elemental forces).  There are entries for power words (four elemental power words), symbols, languages and skills.  The entry ends with the warlock's spell/ magic combat chart and level progression chart.

The next entry we will begin to cover the elemental spell lists.

Zachary The First

Man, Warlocks are the best. They aren't even the most powerful of the caster classes, but with their mix of spells, they're awfully fun to play.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

RunningLaser

There are four elemental spell lists for the warlock – fire, air, water and earth.  Each list has between 7-8 levels of spells and in some cases, spells can overlap.

The first set of elemental spells begins with Air.

1st level Air elemental magic spells

Breathe Without Air has a range of self or others by touch, lasts 10 melees per warlock level, and has no saving throw.  It allows one to breathe without air in any environment including a vacuum.

Clap of Thunder creates a very loud sound of thunder, a quarter mile in radius per warlock level, that makes those with a low ME (8) nervous.  There's no penalties listed here.  The duration is half a melee.

Cloud of Slumber has a range of 90 feet, a duration of 4 melees per warlock level and uses a standard save versus magic.  This spell creates a 20'x20'x20' cloud that causes all who fail their save to fall asleep until the spell ends.

Cloud of Steam creates a 30'x30'x30' steam cloud that causes 1d8 points of damage and can blind targets for 1d6 melees.   Targets that make their standard save halve the amount of time they are blinded.  It can be cast up to 90 feet away.

Create Mild Wind creates wind (2 mph per warlock level) up to a 320 foot radius and lasts 4 melees per warlock level.  No save.

Howling Wind creates haunting sounds akin to those made by restless spirits/ghost.  Those who fail their save (standard) receive penalties to strike, parry, dodge and also have a 40% chance of running away.    The spell has a 100' radius and lasts 4 melees per warlock level.

Stop Wind allows a warlock to stop all wind in a 100' radius.  The spell lasts 3 melees per warlock level and there is no save.

Next up will be the 2nd level spells.

RunningLaser

Quote from: Zachary The First;618303Man, Warlocks are the best. They aren't even the most powerful of the caster classes, but with their mix of spells, they're awfully fun to play.


Warlocks are a very cool class even though their spells tend to be "softer" for lack of a better term.

RunningLaser

2nd level Air Elemental Magic

Change Wind Direction allows the warlock to change the direction of the wind.  It has a 320' radius, lasts 4 melees per caster level and no save.

Create Air makes a bubble of breathable air (5' radius).  Lasts 5 melees per caster level and no save.

Heavy Breathing....  Scary sound of heavy breathing near you.  Can be cast up to 60 feet and lasts 5 melees per caster level.  Failed saves versus magic induces penalties to strike, parry and dodge.  Also 60% chance targets will flee.

Levitate allows the warlock to lift objects up to 150 pounds per warlock level up to 30 feet high.  Range of 30 feet, no save.

Mesmerism has a 5 foot range, lasts 4 melees per warlock level and all saves are standard.  Creates a mesmerizing translucent mist that allows the warlock to plant suggestions into the target's mind.

Miasma has a range of 60 feet, a duration o f4 melees per warlock level and uses standard saves.  This spell creates a poisonous mini cloud (10 foot radius) that causes 1d4 points of damage and applies penalties to strike, parry and dodge.

Northwind creates a cold wind that chills people to the bone (no damage or penalties).  It has a 200 foot radius and lasts 6 melees per warlock level.  No save.

Silence allows the warlock to silence all sounds within a 15 foot radius, lasting 5 melees per caster level.  No save.

Wind Rush has a range of 120 feet and lasts but one melee.  This spell creates a magical gust of wind that targets must roll an 18-20 to avoid losing balance.


that ends the 2nd level air spells. Next up, 3rd level.

RunningLaser

Here's the 3rd and 4th level air magic spells

3rd level Air Elemental Spells.

Call Lightning allows the warlock to create and deliver a shock of lightning to any one target within 120 feet.  The lightning does 1d6 of damage per warlock level.  There is no save.

Float in Air allows the warlock to hover in the air or slow a fall.   Awkward movement imparts penalties to strike, parry and dodge.  Range of 30 feet (self or others), lasts 10 melees per warlock level and no save.

Darkness creates an area of darkness (5 foot radius per warlock level) that gives bonuses to all Prowl rolls made within.  Normal light does not affect the darkness.  The spell lasts for 10 melees per caster level and there's no save.

Fingers of the Wind.  Use wind to manipulate small objects within 90 feet.  Spell lasts 3 melees per warlock level.  No save.

Fifteen Foot Air Bubble allows the warlock to create a durable (can be popped) bubble of air- can be used underwater.    Lasts 15 melees per warlock level and no save.

Northern Lights creates a 30 foot radius of swirling lights to distract those who fail their save (standard), imparting penalties to strike, parry and dodge for the duration of the spell (4 melees per warlock level).  It can be cast up to 60 feet from the warlock.

Resist Cold lasts 30 melees per warlock level, no save and reduces the effects of cold.

Walk the Wind has a range of self and others, lasts 20 melees per warlock level and no save.  This spell lets the warlock "walk" on air up to 20 feet high.  Rules state that warlocks like showing off with this spell.

4th level Air Elemental Spells

Ball Lightning allows the warlock to create three basketball size balls of lightning and launch them at any targets within 90 feet (1d6 damage per warlock level).  The lightning does not auto hit- the warlock needs to roll for strike, but gets a +5 bonus.  The ball lightning can also be used to create an electrical field (AR 5 SDC 20) that causes 2d6 to anyone passing through it with those folks wearing lots of metal taking additional damage.  The spell lasts 3 melees per warlock level and there's no save.

Calm storm has a 90' radius per warlock level, lasts 30 melees per warlock level.  The warlock can use his will over the elements and lessen the storm's fury by half.  Automatic success versus natural storms, must use the magic duel from the Negate Magic spell for magical storms.

Dissipate Gasses removes all gasses including magical.  30 foot radius, lasts 4 melees per warlock level, and no save.

Freeze water lets a warlock freeze up to 20 gallons of water per level up to 30 feet away.  No save.

Invisibility makes the warlock and everyone within a 6 foot radius invisible.  Lasts for 10 melees per warlock level and no save.

Leaf Rustler summons an a small air elemental that follows simple commands.  Stats are given for the air elemental.  It can carry up to 3 pounds and lasts up to 30 melees per warlock level.

Phantom footman is a more powerful version of Leaf Rustler.  Stats are stronger and can carry up to 250 pounds.  Duration is 15 melees per warlock level.

Protection from Lightning causes all electrical damaged to be reduced to one third.    Spell has a range of self, lasts 10 melees per warlock level and there's no save.

This ends the 4th level Air spells.

RunningLaser

5th through 7th air spells


5th level Air spells

Breath of Life allows the warlock to attempt to restore life (74% chance) into the recently deceased (24 hours) by breathing into them.  Only one attempt can be made per warlock.

Circle of Rain creates heavy rain, thunder and lightning in a 60 foot radius per warlock level and lasts 30 melees per warlock level.   While in the radius of the storm, one's senses are impaired.

Darken the Sky lets the warlock alter the skies, creating dark and ominous clouds.  Range of 300 feet per warlock level and lasts 60 melees per warlock level.  No save.

Detect the Invisible lets the warlock see the invisible within 60 feet.  Lasts 10 melees per level and no save.  

Invisible Wall creates an "Elemental wall of wind and water" that cannot be breached with dimensions of 8'x8'x8' per level and lasts 2 melees per level.

Phantom summons a minor air elemental to do the warlock's bidding.  There is a complete list of stats for the air elemental an it is combat proficient.  The spell lasts 15 melees per level.

Whirlwind creates mini tornado that can throw things around and cause havoc and damage (2d6 +2).  The tornado has a 20 foot radius, can be cast up to 300 feet away and lasts 3 melees per level.  

This ends the 5th level air spells.

6th level air spells

Electrical Field lets the warlock create a wall of electricity that causes 4d6 points of damage to anyone trying to pass through it.  There's a 50% chance of getting stunned for 2d6 melees.  If you are unfortunate to be wearing lots of metal, you take an additional 20 points of damage.  The dimensions of the field is 10'x10'x5' per level and has a duration of 6 melees per level.  No save.

Electromagnetism has a 20 foot radius, lasts 20 melees per level and has no save.  This spell creates a super magnetized area causing all metallic objects to be drawn towards the center.  Strong enough to pull and hold objects up to 1000 pounds.

Mist of Death can be cast up to 90' away, creating a deadly mist in a 10' radius that causes 20 points of damage to anyone who touches it.  It lasts only one melee and uses standard saving throws.

Snow Storm creates a mini blizzard conditions within a 15 foot radius (per warlock level) reducing speed, sight and causing 1d8+1 points of damage per melee, up to 240 feet from the caster.  Lasts 8 melees per level and no save.

Vacuum lets the warlock create a vacuum (2 foot radius per level) devoid of air, causing air breathing targets to suffocate after 6 melees.  Standard saves are used with the caveat that the target can only roll twice in four melees.  Lasts 2 melees per level.

Whisper of the Wind lets the warlock transmit a brief message and have the winds deliver it to the intended listener.  The spell has a range of 40 miles per level and no save.

That's the end of the 6th level air spells.

7th level air spells

Atmosphere Manipulation allows the caster to manipulate atmospheric conditions in any of five ways- raising/lowering temperatures, increasing/decreasing wind, increase/decrease precipitation, create normal fog and dissipate normal fog. There are values given per level indicating how much the atmosphere can be changed.  The range is a 300 foot radius per level.  The spell lasts 30 melees per level and there's no save.

Hurricane has a 120 foot radius, can be cast up to 300 feet away, and lasts 6 melees per level.  This spell creates hurricane force winds (up to 150mph).  Waters become raging and flying debris can cause 1d6 per melee.

Rainbow creates a majestic rainbow, bringing good feelings to all who view it- morale is raised.  The spell has a range of 1 mile and lasts 15 melees per level.  All saves are standard.

Tornado has a 100 foot radius and lasts 5 melees per level.  Spell creates a powerful tornado.  Flying debris can cause 3d6 points of damage.  Winds can destroy structures and sweep targets into the funnel (1d6 + 20 points of damage).  No save.

This end all of the air elemental spells.  Next up are the earth elemental spells.

Novastar

After watching the Avatar: The Last Airbender series, I'll freely admit I tend to play up Warlock spells going off as kata/martial art movements.

People who've seen the series thinks it's a good homage, and people who haven't think it's an amazingly cool idea, for spellcasting!
Quote from: dragoner;776244Mechanical character builds remind me of something like picking the shoe in monopoly, it isn\'t what I play rpg\'s for.

RunningLaser

Earth Elemental spells

I figured I'd do both 1st and 2nd level here today.

1st level earth spells

Chameleon lets the warlock change the color and pattern of their clothes and body to blend into the background. The percentage to be undetected decreases depending on movement.  The spell has a range of self or others, lasts 18 melees per level and there's no save.

Dowsing lets the warlock find water beneath the ground.  120 foot radius, lasts 10 melees per level and no save.

Dust Storm has a 20 foot radius per level, a duration of 8 melees per level and no save.  Creates a dust storm that impairs the senses and reduces speed.  No save.

Fool's Gold turns material into pyrite for a short duration (20 melees per level).  Failure to make a standard save causes targets to believe it's the real thing.  Range of 5 feet.

Identify Minerals once cast gives the warlock temporary knowledge of minerals.  Lasts 3 melees per level, 5 foot range and no save.

Identify plants is basically the same spell as Identify Minerals, only applying to plants.

Rock to Mud turns up to 30 pounds of rock (per level) into mud up to 20 feet away.  Effects are permanent and there's no save.

Rot Wood reduces the structural integrity of wood by half up to 20 feet away.  Up to 30 pounds of wood per level, permanent effect.  No save.

This ends the 1st level earth spells.

2nd Level earth spells

Create Dirt of Clay creates either out of thin air.  12 foot range, 30 pounds per level, no save.

Dirt to Clay – up to 50 pounds of dirt per level turns to clay.  12 foot range, permanent effect and no save.

Dirt to Sand same as above, but turns dirt to sand instead.

Grow Plants doesn't grow them instantly.  Instead value of soil is increased doubling the growth rate of plants.  10 foot radius per level, lasts one month per level and no save.

Hopping Stones has a 60 foot range, duration of 4 melees per level and no save.   The spell give the warlock limited control over stones and pebbles in the form of making them hop.  Up to 50 pounds can be moved up to 6 feet, and you can use the stones to hit targets for between 1d4 to 2d6 points of damage depending on stone size.  

Track magically enables the warlock to track up to 77%.  Cast on self or others, lasts 10 melees per level and no save.

Wall of Clay creates an 8'x8'x'4' (per level)  100 SDC wall of clay that lasts 12 melees per level.

Wither Plants kills all plants within a 20 foot in an 8 foot radius (the rules here are a bit off.  Says range of 8 foot radius then 20 foot radius in description.  Guessing it was a simple error.)  Larger plants have their structural integrity reduced.

This ends 2nd level earth spells.

RunningLaser

And, what they heck, 3rd and 4th Earth spells.

3rd level earth spells

Animate Plants allows the warlock to animate and control all plant life within a 40 foot radius.  The plants cannot uproot themselves, but are able to grab and strike within their limits.  Stats are listed for the different general types of plant life.  The spell lasts 4 melees per level and there's no save.

Create Mound  moves the surrounding earth to create a mound 10'x5'x5' per level.  The effect lasts for 20 melees per level and there's no save.

Crumble Stone weakens then crumbles up to 50 pounds of stone/rock per level.  Permanent effect and no save.

Dig creates an invisible force that can excavate up to 10 feet of dirt per melee (other forms of soil have excavation rates).  Lasts 6 melees per level and no save.

Earth Rumble can be cast up to 90 feet away and makes all the earth within a 30 foot radius shake and rumble.  Fail a standard save and there's a chance targets within panic.

Encase Object in Stone lets the warlock "wrap" non living objects (up to 6 inch circumference) in 35 pounds of stone- AR 15 and 50 SDC.  Range of 8 feet, permanent effect and no save.

Locate Minerals lets the warlock locate a specific mineral within a 40 foot radius.  Lasts 4 melees per level and no save.

Wall of Stone creates an 8'x8'x2 wall of stone , 300 SDC lasting 10 melees per caster level and no save.

3rd level earth spells end here.

4th level earth spells

Animate Object has a range of 40 feet, lasts 4 melees per level and no save.  Animate any wood, clay or stone object no more than 50 pounds.  Depending on size and object type, determines objects damage output.    Attack strength and bonuses are given.

Cocoon of Stone wraps the warlock in a stone "cocoon" and the warlock enters a state of semi suspended animation.  The cocoon also offers protection from heat, cold ect AR 16, SDC 300.  The cocoon lasts one day per level and there's no save.

Mend Stone repairs damage to stone (increase SDC by one half) and stops deterioration.  The spells effects are permanent and there's no save.

Quicksand has a 4 foot radius per level, lasts 20 melees per level and no save.  Warlock turns earth and stone into quicksand.  Rates are given for sinking and disguising the quicksand to make a trap.

Repel Animals creates a 20 foot radius that repels all animals.  Animals must roll 17 or higher or flee.  Lasts 15 melees.

Rust weakens and rusts iron, up to 40 pounds per level.  It can be cast up to 12 feet away and uses standard saves.  (although it says no save in the title, one is listed as special in the description)

Sand Storm can be cast up to 120 feet away, impairing the senses of those who are caught within (20 foot radius per level) and impacting strike, parry and dodge rolls.  Targets can also take 1d4 points of damage per melee.  All speeds are halved.  Successful save versus magic only results in normal speed maintained.

Wall of thorns creates a wall of spikey foliage 10'x10'x10'.  Fall into the wall and take a whopping 5d6 points of damage.  Spell lasts 10 melees per level and no save.

This ends the 4th level earth spells

Zachary The First

Wall of Thorns and Rust are two faves! Extremely useful (and the bane of many an opponent) when properly utilized.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

RunningLaser

5th & 6th level Earth spells

5th level earth spells

Chasm – create an opening in the ground 40'x20'20' per level.  Spell can be cast up to 120 feet, and closes up when spell ends (10 melees per level), no save.

Clay to Lead- turn up to 50 pounds of clay per level into lead.  Range of 12 feet, no save.  Effects are permanent.

Clay to Stone- same as above, but to stone.

Close Fissures temporarily closes all fissures with a size of 50'l x 30'w, within 60 feet.  Lasts 8 melees per level and no save.

Mud Mound summons a 12 foot earth elemental- appears as a large mound of mud.  Spell lasts for 30 melees per level and no save.  Stats are given for the mud mound and what is interesting to note- the mud mound is able to cast all 1st level earth magic at 4th level power.

River of Lava is a very powerful spell.  Probably one of the most powerful elemental spells I've come across so far.  Once cast, it opens up 30' long, 10' wide, 5' deep (per warlock level) river of lava that causes 4d6 +10 points of damage to unlucky souls who fall in.  Manage to get out and you still take 3d6 points of damage per melee (for 3 melees) until the clinging hot slag cools.  The spell can be cast up to 120 feet away and lasts 6 melees per level.

Travel Through Walls lets the warlock walk through all types of earthy materials at a rate of 40 to 60 feet per melee depending on the material.  The spell only works on the warlock and lasts 8 melees per level.

This ends the level 5 spells

6th level earth spells

Clay to Iron- same as Clay to Lead, but changes to Iron.

Earthquake is another potent spell.  Structures caught in the spells range can take up to 1d4x1000 SDC and the residual shock waves can do 6d6 + 40 points of damage to structures.  Hapless folks falling into the open fissure take 1d8 per 20 feet they fall, and as a coup de grace, unlucky targets who are still in the fissure when it closes get to enjoy an additional 250 points of damage.  The spell has a range of 120 feet, lasts 4 melees per level and there's no save.  Dispel Magic can be used to end the earthquake, but the defending spell gets a +5 bonus to its save.

Mend Metal restores 20 SDC to damaged metals.  Up to 60 pounds can be restored per level.   The effects are permanent and there's no save.

Sculpt and Animate Clay Animals – Create and animate animals up to 12 feet tall and have them under the warlocks control.  The creation must stay within a 200 foot radius of the warlock and a generic set of stats are give.  Of special note is the fact that this spell can be combined with others (clay to stone, stone to flesh and breath of life) and make a stone or flesh golem.  The spell has a duration of 6 hours per level and no save.

Stone to Flesh turns up to 50 pounds of stone to flesh.  Used most often to restore petrified targets.   Range 12 feet, permanent and no save.

Travel Through Stone lets the warlock walk through stone, up to 30 feet per melee.  Spell lasts 8 melees per level, no save.

Wood to Stone turns up to 60 pounds of wood per level to stone.  Effects are permanent, no save.

This ends the 6th level spells, next up- 7th level.

RunningLaser

7th and 8th level Earth spells

7th level starts out strong

Create Golem- warlock can create a golem up to 18 feet in height.  Golems can be sculpted out of either stone or iron.  Gems must be used in its creation and the a drop of the warlock's own blood must be used.  Obeys all commands of the warlock.  The iron golem is slightly more powerful than the stone golem, but not overly so.  Stats are given for both.

Metal to Clay changes 60 pounds of metal to clay per level.  Effects are permanent and no save.

Petrification turns living flesh to stone on a failed standard save versus magic.  Spell has a range of 40 feet and the effects are permanent.

Wall of Iron creates an 8'x8'x2' (per level) wall of iron with 400 SDC per level.  The spell lasts 10 melees per level and no save.  

End of 7th level earth.  Next 8th.

8th level earth magic

Cap Volcano can be used to place a temporary cap on an active volcano.  The spell lasts 6 hours per level, has a 300 foot range and no save.

Magnetism is the same as the Electromagnetism spell.

Soul Transference lets the warlock permanently transfer their soul into any natural object (stone, earth, clay, iron, wood) and animate it.  The warlock's old body dies and they "live" on in their new vessel.  Life isn't easy however as every eight years the warlock makes two insanity rolls.

Suspended Animation-warlock is able to put themselves in a state of suspended animation from 1 day to 10 years per level, only aging 2 years per 10 sleeping.  No save.

This ends all of the earth magic spells.  Next we begin with fire elemental spells.

RunningLaser

Some more for today.  

Fire Elemental Spells

1st level fire spells

Blinding Flash makes a eye searing white flash of light in a 10' radius, blinding targets who fail their standard save versus magic for 1d4 melees.

Cloud of Smoke creates a 30'x30'x30' cloud of smoke impairing vision and impacting rolls to strike, dodge and parry.  The spell has a 90' range and lasts 4 melees per level.  No save.

Create Coal out of thin air- up to 20 pounds per level.

Flame Lick create a tongue of flame that shoots from the warlocks hand (4 feet per level.  1d8 points of damage, lasts 2 melees per level.  No save, but you can dodge.

Globe of Daylight creates a 12foot radius (rules go between 1 foot or 12. Think typo) per level of true light.  Good medicine versus vampires.

Nightvision- see in the dark up to 60 feet.  Lasts 20 melees per level.

Stench of Hades makes a bad sulfuric stink, impacting strike parry and dodge rolls.  Lasts 4 melees per level and uses a standard save.

This ends level one, onto level 2

2nd level fire spells

Cloud of Ash has a 90 foot range, lasts 4 melees per level and has no save.  Creates a 30'x30'x30' cloud of burning ash that not only impacts strike, dodge and parry rolls, but also causes 1d8 points of damage per melee to those within it.

Darkness- same as 3rd level air spell of same name.

Fiery Touch makes a flaming aura around the warlock, causing 1d8 points of damage to any who touch them.  Lasts 3 melees per level and no save.

Freeze Water is the same as 4th level air spell of same name.

Resist Cold halves damage of cold effects by half.  Castable on self and others, lasts 20 melees per level.

Spontaneous Combustion ignites combustibles, however, not instantly.  Think slow burn.  Range of 40 feet.

Swirling Lights- mesmerizing lights fill a 10 foot area.  Targets who fail their save watch in awe.  Lasts 4 melees per level.

Tongue of Flame creates a fire over the warlocks head- they now understand all languages.  Last 10 melees per level.

End of level 2, next 3rd level fire magic