Lore of Earth
The Lore of stone and gems. Of all things from the ground. This is the Shield of the Third House.
• Rapture
Summon about a powerful earthquake to destroy the area
Action: Instant
Duration: Scene
Range: Miles equal to Paragon
Faith: 5
Dramatic Failure: As failure but, take -Paragon to all rolls involving balance as you are shaken more than the earth.
Failure: The stones and rocks fail to heed your command.
Success: Cause an Earthquake to happen, making it harder to use Dexterity based abilities. All Dexterity based abilities have a penalty equal to your Lore of Earth and buildings and stationary objects take damage equal to your Paragon per turn. People don't take direct damage but can take damage from falling debris or holes created by the earthquake.
Exceptional Success: You maintain enough control to exclude areas or people from the earth's wrath.
Torment: The earthquake is of divine power, when damaging stationary objects you ignore durability and can “focus” and earthquake with an Instant action. Causing one object to take double damage and all the rest to take half damage.
•• Fragment
Summon a material of the earth
Action: Instant
Duration: Instant
Range: Yards equal to Paragon
Faith: 3
Dramatic Failure: As failure, but lose your footing. Take the Knocked Down tilt.
Failure: That of the earth cannot hear your call.
Success: You pull any metal, rock, or gem in a direction of your choice. If used to deal damage as an attack roll Earth+Paragon-Defense acting as a +variable weapon that generally deals bashing damage.
Exceptional Success: As success, but any time you deal damage inflict the Knocked Down tilt. If used as a wall or defensive object it gains your Lore of Earth in Durability
Torment: Can command more than one source. Command up to your Lore of Earth number of sources.
••• Splitting
Change one sort of Earth to another
Action: Instant
Duration: Indefinitely or until ended
Range: Touch
Faith: 1
Dramatic Failure: As success, but you cannot attempt this power again for Paragon days.
Failure: The earth is too stubborn for you. It will not change.
Success: Change one rock, metal, or gem into another type of rock metal or gem
Exceptional Success: As success, but grant the Leveraged condition to all that see the rock, metal, or gem as its a perfect version of its kind.
Torment: Don't just change the Earth, become it gaining durability and counting as an object(but not a stationary object). You may also move freely through other types of earth though you still require air, breathing just requires touching air.
•••• Fissure
Draw strength from the earth
Action: reflexive
Duration: Scene
Range: self
Faith: 0
Dramatic Failure: As failure, but gain the Immobilized tilt becoming more earth like than you wished turning into a weakness.
Failure: You draw no strength from the earth.
Success: Draw power from the earth and lower and gain general/ballistic armor equal to your Lore of Earth. This armor stacks with normal armor and durability. This however reduces your speed by the same
Exceptional Success: As success, but also gain the Steadfast or Charmed condition.
Torment: Become an avatar of the earth. Lower any damage you take by your Paragon(before calculating armor) however your speed is reduced to 1
••••• Halo of the Lands Below
(Passive)
May sense any stone, metal, or gem and determine its statistics as well as its location within Paragon Miles.
Cavern Sense
House Passive
(Replaces Halo of the Lands Below if you aren't of the Third House)
You may sense and identify any Rock, Metal, or Gem, within Paragon yards as well as their location. Can be used to create layouts.