1 Detect Force Caster 1 rnd/lvl 100' U Caster is able to detect all elemental forms of "matter" within range. These forms include any manifestation of elemental earth or elemental ice. The caster is able to discern whether or not the source is True Elemental Material (TEM). 2 Enchanted Rope 10'/lvl C Touch U If caster holds one end of a rope he can cause it to move up to its length (within the area of effect) in any direction and to tie itself in knots (it cannot attack or tie up a living being). 3 Freeze Liquid 1 cu'/ C 10' F For every level of the caster, 1 cubic foot of liquid is cooled to lvl freezing at a rate of 1 cubic foot per round. This will not drop a liquid's temperature below _20°F (thus, liquids with a freezing point below -20 OF will not freeze). There is a 2% chance each round (non-cumulative) that the liquid becomes contaminated and undrinkable, turning into a level 1 ingested poison. Caster will not know that this has happened. 4 Loosen Earth 100 cu' P 100' F Loosens 100 cu' of earth to the consistency of plowed ground. There is a 1% chance that the earth is contaminated with True Elemental Material (TEM). Treat contact as a level 1 True Elemental Poisoning (TEP) attack for the next 10 days. 5 Cool Solid 1 24 hr 10' F Any solid, inanimate, non-metal material can be cooled to -20 ° F, cu'/Ivl at a rate of 1 cubic foot per round of concentration. There is a 1% chance that the solid is contaminated with TEM. Treat contact as a level 1 TEP attack for the next 10 days. 6 7 Wall of Cold 10' xl0' 1 rnd/lvl 100' E Creates a clear wall of intense cold (up to 10' X 10' X 1'.) Anyone xl' passing through this wall takes an 'A' cold critical (no RR) and a level 3 TEP attack. 8 Earthwall 10' x10' 1 min/lvl 100' E Creates a wall of earth up to 10' X 10' X (3' at the base, l' at the x3' top). This wall can be dug through. See notes in this spell list. 9 Cracks Call 10' x10' - 100' F Any previous cracks or flaws in material up to 10' x 10' X 10' x10' section will extend to their limit. This spell causes no TEP effects. 10 Chill Solid 1 1 min/lvl(C) 10' F As Cool Solid, except material can be cooled to -200" F, at a rate of cu'/Ivl 50 ° F per round. The caster must concentrate to decrease the temperature (without concentration, the material will remain at its current temperature for the duration of the spell). 11 Repair 1 P Touch U The caster may mend a break in a small (up to 2 pounds) inorganic object object or multiple breaks, rips or cracks in a larger (up to 10 pounds) organic object. All component parts of the object must be within a 10' radius. There is a 5% chance that the object is contaminated with TEM. Treat contact as a level 1 TEP attack for the next 10 days. 12 Ice Bolt 1 target - 100' E A bolt of ice is shot from the palm of the caster. Resolve attack on the Ice Bolt Table. Targets that are hit for at least one point of damage must resist against a level 7 TEP attack. 13 Stonewall 10' xl0' 1 min/lvl 100' E As Earth Wall, except wall is up tol0' X 10' xl' of stone. It can be xl' chipped through. 14 Cold Ball 20' r - 100' E A l' diameter ball of cold is shot from the palm of the caster. Upon reaching its target, it explodes to affect a 20'R area. Resolve attack on the Cold Ball Table. Targets that are hit for at least one point of damage must resist against a level 8 TEP attack. 15 Earthen Spikes 20' x20' 10 min/lvl 100' E This spell causes the area of effect to bristle with hundreds of 6" to 12" sharp edges and blades. The exact composition of these spikes will depend on the material that the ground is made of. The area of effect must be placed horizontally on a surface (i.e. it cannot be placed on walls.) Most animals and creatures cannot be induced to walk through the area. Anyone moving through the area must make a maneuver roll (at least Extremely Hard difficulty) for every 5' moved through. Anyone who falls inside the area of effect suffers an 'A' puncture critical strike and a level 1 TEP attack. 16 Wall of Ice 10' x10' P 100' E Summons a wall of ice up to 10'xl0'x (2' at base, l' at top). It can be x2' melted through or chipped through or toppled (if not against a solid surface). See spell notes for this list. 17 Stone/Earth 100 cu' P 100' E Changes 100 cubic feet of stone to packed earth or vice versa. This change is gradual (taking three rounds for complete change). There is a 10% chance that the earth (or stone) is contaminated with TEM. Treat contact as a level 1 TEP attack for the next 10 days. 18 Call Cold 10' x10' 1 rnd/lvl 10' E As Wall of Cold, except it creates a cube of cold (up to 10' x 10' x x10' 10'). The cube takes a complete round to form and be effective. Anyone passing through (or caught inside) the cube takes an 'A' Cold critical and a level 4 TEP attack. 19 Earthwall True 10' x10' P 100' E As Earth Wall, except the duration is permanent. x3' 20 Circle of Cold 20'r 1 rnd/lvl Self E As Wall of Cold, except "wall" is 10' high and forms a 10'R circle (6" thick) with the caster at the center (the wall will not move with the caster). 25 Water/Ice 10 P 100' F For every level of the caster, it changes 10 cubic feet of water to cu'/lvl ice, instantly. There is a 10% chance that the liquid becomes contaminated and undrinkable, turning into a level 1 ingested poison if drank or resolve a TEP attack for every 1 minute of contact with ice. Caster will not know that this has happened. 30 Unearth 100 cu' P 100' F Disintegrates (i.e., nothing is left) 100 cubic feet of earth or stone. 50 Triad of Ice 3 - 100' E Three bolts of ice are shot from the palm of the caster. They can targets strike up to three different targets (as long as they are all within 60' of each other; and they are visible to the caster). Caster may apply his directed spell skill (Ice Bolt) to only one of the attacks (the others get a +0 OB). Targets that are hit for at least one point of damage must resist against a level 15 TEP attack. NOTE: 1) All spells on this list utilize True Elemental Material. As such it is dangerous to deal with this power. Those who come in contact with the effects of these spells for five continuous minutes or more must make a resistance roll against a level 1 True Elemental Poisoning attack. Also, anyone in contact with these effects will feel that they are somehow wrong and will try to leave the area if possible. TRUE ELEMENTAL MAlTER Spell Name Area of Effect Duration Range Detect Material caster 1 rnd/lvl 100' Enchanted Rope 10'/lvl C touch Freeze Liquid 1 cu'/Ivl C 10' Loosen Earth 100 cu' P 100' Cool Solid 1 cu'/Ivl 24 hr 10' Wall of Cold 10'xl0'xl' 1 rnd/lvl 100' E Earthwall 10' x 10' X 3' 1 min/lvl 100' E Cracks Call 10' x 10' X 10' 100' F Chill Solid 1 cu'/Ivl 1 min/lvl(C) 10' F Repair 1 object P touch U Ice Bolt 1 target 100' E Stonewall 10'xl0'xl' 1 min/lvl 100' E Cold Ball 20' R 100' E Earthen Spikes 20' x 20' 10 min/lvl 100' E Wall of Ice 10' x 10' X 2' P 100' E Stone/Earth 100 cu' P 100' E Call Cold 10' x 10' X 10' 1 rnd/lvl 10' E Earthwall True 10' x 10' X 3' P 100' E Circle of Cold 20'R 1 rnd/lvl self E Water/Ice 10 cu'/Ivl P 100' F Unearth 100 cu' P 100' F Triad of Ice 3 targets 100' E