of Earth Magic (along with the Fire,
Water and Wind Schools)
represents one of the four Elemental Schools of Magic taught in the
Magical Academy if
Ximax in western
Santharia. It should be noted that, like
the other Schools of Magic, the Spheres and
Spell Classes associated with the element of
Earth, are not definite, but rather accepted
In its most basic form, Earth Magic is associated with stability in people and things, heightening or lessening a desire for change. Earth is noted to be unique in its symbiosis between life, for which it provides a stable base, and death, that which ends all motion in a creature. It should, however, be noted that Earth Magic, like the other three schools, can only cause death indirectly because “true” death is the result of the severing of the Xeuá in the cár’áll that supports life.
Description. Stone, soil, metal, bone and gems are the primary physical embodiments of Earth, though the element is also often wrongly thought to be associated with the life produced from the soil, namely plants. These things, however, while enriched by “Mother Earth”, fall under the domain of the other elements; their movement, wind, growth, water; and life, fire. Alternatively, Earth’s dominion extends over properties associated with its physical manifestations such as, but not limited to; solidity, permanence, rigidity, as well as those that are considered spiritual; numbness, obstinacy, stability, strength, consistency, all of which are submissive to its direct influence. On an abstract level, the School’s bounds seem limitless, forestalling even death.
An adage taught to all novices commencing their studies, “Earth changes for no one,” embodies the spirit of the element. Earth is noted for its intense desire for permanence, or wanting to keep physical things as they are, unmoved or changed by the passage of time or the disturbances of things. As a result, most spells done by Earth mages receive a “glaze of permanence,” even when Sphere I used. Once the element is in place, it will attempt to remain there, resisting reversion or further change. This necessary patience and willpower cause the element of Earth to deem one of the most difficult Schools taught at the Academy of Ximax.
Perhaps the greatest misconception linked with Earth is its association with death. Earth’s permanence, to an untrained mind, is considered to be causing death, the permanent end to life, but, like other elements, any influence is indirect. By Ximaxian definition, death is the permanent severing or altering of the certain configuration of links within the cár’áll that provide life. Therefore, it is correct to assume that death by earth is permanent, but no more so than through the use of other Ximaxian Schools; by causing the cár’áll to naturally fall apart by altering the links. For example, an Earth mage could cause such sickness in a person that they neither eat nor drink and thus wither to death. The spell accomplishes its goal not by a permanent break of the Xeuá, but by overcoming the will of another so that they themselves end up causing their own demise.
Because Earth mages are thought to wield magnificent power, they have often been and commonly were feared. It was thought, up until the late 700’s, that Earth mages could converse with spirits or make the dead rise again, both of which fall under the dominion of other elements (wind and fire respectively). An Earth mage can only take away the motion of something, not give it unmonitored life or activity.
Recent experimentation, though formally discouraged by the Archmagi, has proven some Earthen influence in arts considered to be necromantic, in particular skeletons. As bone, which provides the stable support on which the human body is constructed, is made predominantly of Earth ounía, its manipulation falls within the dominion of Earth School. While unable to provide the animation attainable through the use of Fire, through careful micromanagement, a talented Earthen Necromancer has the ability to move a single skeleton in a manner similar to the physical manipulation of stone or metal.
As mentioned previously, Earth magic is an extraordinarily difficult field to study, leaving large uncertainties in its theory, and as such, is considered to be the rarest of the four Schools of Elemental Magic. Earth mages were initially and still are predominantly dwarves, who thus are few. However, dwarves have and probably always will be the best Earth mages, noted for their innate skill with shaping metal, a feat considered dreadfully difficult by other races. The knowledge they have released to the general populace of Ximax is noted for its high value and makes up for most public texts on the element; however, it is suspected that the most precious and powerful knowledge still lies hidden within the minds of the great dwarven magi.
Spheres of Earth Magic. Like at all other Elemental Schools, there exist three Spheres in order to categorize the School of Earth Magic:
The Sphere of Solidity
Classification. Every Sphere within
a School of Magic is subdivided into two
Spell Classes, the first embodying the physical aspects of the element and the
later the spiritual.
The Spell Classes of the Earth Magic School can be summarized as follows (a few example spells and a summary are provided at each Class):
THE SPHERE OF SOLIDITY
Spell Class 1: Rigidity (Physical Representation of Solidity)
The most basic of all Earthen Spells, the Spell Class of Rigidity encompasses all spells that strengthen or weaken the presence of one or more of the basic properties of Earth; solidity, permanence and rigidity. It should be noted that spells of this class do not completely assert or remove the presence of Earth, but merely make it more or less prominent.
CLASS, SPELL EXAMPLES
a) Sanguinary Block (Lv.1) - Increases the solidity of the blood in a targeted area.
b) Colossal Weight (Lv.3) - Increases the weight of the target’s body, causing effects such as slowed movement.
c) Slow (Lv.1) - Increases an object’s desire for permanence, resulting in dulled motion.
d) Congeal (Lv.2) - Halts the motion of an object.
e) Reinforce (Lv.1) - Provides the target with temporarily increase of strength.
Spell Class 2: Obstinancy, Earth Enchantment (Spiritual Representation of
Generally mastered at level two, the enchantments contained within the Spell Class of Obstinacy result from the strengthening or weakening of the influence of Earth to control one of the element’s “spiritual” attributes; numbness, obstinacy, permanence, stability, strength, consistency, and are generally manifested as a change in demeanor. Such spells can be applied to all parts of the spirit, including love and ideas.
ENCHANTMENT, SPELL EXAMPLES
a) Iron Will (Lv.2) - Increases the stubbornness of the target.
b) Weaken Resolve (Lv.2) - Decreases the target’s obstinacy.
c) Agitated Dead (Lv.4) - Increases the target's permanence, constitution and resilience, enabling them to temporarily survive wounds otherwise fatal. It should be noted that the target must initially be living and will, in most circumstances, die once casting is completed.
II. THE SPHERE OF INERTIA
Spell Class 3: Motionlessness (Physical Representation of Inertia)
Spells of this class work directly with the target's ounía, providing or halting motion or the collection of ounia around a specific point to increase the influence of Earth, and commonly consist with the manipulation of physical Earth or the halt of motion to an object. As seen in the Sphere of Solidity, as the mage’s competence with the Class rises, the concentrations of Earth required lessen. Though similar in outcome, differences between Spell Classes 1 and 3 can be found in their method of execution. Spells of this class tend to be difficult to hold for long periods of time, but revert slowly due to the “glaze”.
MOTIONLESSNESS, SPELL EXAMPLES
a) Sculpt Earth (Lv.4) - Shapes the physical earth surrounding the caster.
b) Impale (Lv.3) - Draws stone from the depths of the earth to attack the mage’s foe.
c) Guise of Bones (Lv.6) - Manipulates the physical form of a bone.
d) Animate Dead (Lv.5) - Through the micromanagement of the Earth ounia within a skeleton, the mage is able to provide controlled motion.
Spell Class 4: Languor (Spiritual Representation of Inertia)
Those who are under a spell of this class may feel weighed down, as though each thought was difficult process. Sometimes deep sleep may be initiated through this spell class, as well as general tiredness.
a) Stupefy (Lv.4) - Slows the mental processing of target
b) Dawdle (Lv.6) - Adjust mental functions, such as emotion, to a mellower state, reducing impulses for urgency and energy.
THE SPHERE OF PERMANENCE
Spell Class 5: Finalization (Physical Representation of Permanence)
Often considered the most dangerous of the Earthen Spell classes, Finalization causes certain spells or certain statuses to become permanent. Sometimes this means locking up the cár’áll, those such spells are not well-known, kept secret to all but the most prominent of the dwarven magi.
CLASS, SPELL EXAMPLES
a) Mend Earth (Lv.7) - Fuses the car’allía of predominantly earthen objects, joining them into a new form.
b) Petrify (Lv.8) - Adjusts the earth ounia of the target so that its car’áll matches that of a rock, resulting a lifeless, earthen version of the original target.
Spell Class 6: Destablization (Spiritual Representation of Permanence)
As the name suggests, spells of destabilization are most prominently known for their permanent altering of the spiritual properties of an object by either adding or removing properties of Earth or asserting the permanence of an object in its environment.
CHAOTIC IMBUEMENT, SPELL EXAMPLES
a) Waning (Lv.8) - Discharges the Earth ounia of a target into the environment.
b) Stablize (Lv.8) - Derived from the belief that Earth provides the stability, from which higher functions emerge, this spell realigns the target’s Earth ounia in an attempt to rectify mental failures.
Reagents. A short list of possibilities includes the following: Bone, stones, rock, clay, diamond and other precious stones, ash, water, metal, quartz, figurines, silkstone.