Earth Templars

Earth templars combine the magics of earth with the rigorous training of warriors. Their magics and fighting styles focus on order, defense, and focused, precise strikes.

Earth Templar Skills Earth Templar Spells Notes From the Legends

Skills

       Ordinary Skills                     Earth Templar Specific Skills
1 staff
The staff is the most common two-handed weapon, most typically made from wood into a long pole. The staff is typically used to pound, strike, or crush an opponent. Its long shaft allows for easy parrying of blows, for which the staff is not primarily as a defensive weapon. Due to its focus on defending against blows, the staff is often a favorite weapon among scholars.

1 flail
Flails are a rather uncommon class of weapon, used by and large by gladiators. Similar to a whip, a flail also consists of a handle and a cord. Unlike the whip, however, the cord is not a single lash - it instead links a series of objects together. These objects are typically balls of metal, usually with with some sort of spikes or other sharp protrusions designed to inflict damage.

1 mace
A mace is a blunt weapon, consisting of a block of metal attached to a shaft, occasionally covered with spikes or edges to do more damage. Maces usually attack with crushes or pounds, and are often employed by barbarians, who are known for using their ferocious bludgeoning attacks. Maces are also occasionally employed by footman, or the occasional scholar or templar.

1 spear
A spear is a long shaft topped by a sharpened tip. The shaft of a spear may also occasionally be barbed to inflict more damage. The attack of a spear is typically a pierce, stab, or impaling jab, and the weapon is favored by gladiators, who often use the spear to strike at vital organs. The spear is also occasionally used by barbarians, who use it to hamstring their victims, or fighters, who are often trained to use it in organized phalanxes.

1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing, slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.

1 polearm
A polearm is a blade of some form attached to a long (typically at least 6' or more) pole. The attached blade may be akin to a sword, axe, or more exotic design. Polearms are typically used to keep a foe at a distance while striking with the blade. Polearms are favored by fighters, who oftentrain in their use.

1 shield block
Shield block is the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield.

1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.

1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.

1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.

4 rescue
Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target.

6 enhanced damage
Professions which focus on physical prowess can, with time, learn to do more damage with their attacks than the casual combatant. The enhanced damage skill reflects this ability. The higher the skill in enhanced damage, the greater the chance more powerful blows will bepossible.

8 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.

9 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.

9 fast healing
This skill allows you to regenerate hit points faster.

12 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.

13 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.

13 bash
The bash skill is a brute force skill used in an attempt to stun your opponent. Successful bashing depends on a number of factors, including the size and dexterity of you and your opponent, as well as skill in bashing. Bash can either be used to start a fight, or during combat.

15 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.

16 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.

17 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.

21 stone phalanx
When using a polearm, an earth templar may cast this spell, which will provide him with a magical shield of earth. While the spell lasts, the shield will block attacks, in the manner of a normal shield.

24 counterattack
Fighters, with their prediliction for polearms, can use this automatic skill to attempt to do damage if they successfully fend off an attack.

27 shattering blow
Focusing the strength of the earth into a blunt weapon, earth templars can inflict a punishing blow against their opponents. Depending on where the blow strikes, there is a chance the armor of the victim will be shattered. If the victim is not wearing armor, they will take exceptional damage.

28 shockwave
Using a mace or a staff, an earth templar can channel the magics of earth through his weapon, causing the earth in the area around the templar to shake. Those caught off guard will be knocked to the ground and stunned. This spell has no affect on water or in the air, and no affect on flying creatures.

30 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.

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Spells

Ordinary Spells
Earth Sphere Spells
Earth Templar Spells

1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.

3 sandspray
This spell is of the sphere of Earth. It inflicts a small amount of damage on the target.

7 fortify
This spell is of the sphere of Earth, and grants the blessings of the Earth upon the target. It increases their durability as well as their resistance to spells.

10 giant strength
This spell of earth imbues the target with additional strength, with the consequent benefits. This spell cannot be used to increase one's abilities beyond the racial maximum.

10 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.

11 slip
An elementary magic of earth, this spell attempts to turn the ground beneath a target to mud, causing them to slip and fall.

12 detect invis
This spell enables the caster to detect invisible objects and characters.

14 earthbind
This spell is of the sphere of Earth, and renders the target unable to fly for the duration of the spell. It has no effect upon those who are not flying.

18 rune of earth
The rune of earth spell locks a given door or container, and magically prevents attempts to physically unlock the door or container, as well as attempts to pass through the door through the use of spells such as pass door.

20 stone skin
This spell protects the target by decreasing (improving) the caster's defensive ability. STONE SKIN provides a resistance to physical attacks.

21 bind weapon
This spell, used by earth templars, attempts to bind a weapon to the target's hands. This makes attempts to disarm or otherwise remove the weapon much less likely.

22 knock
This spell manipulates the material of a locked door or container, unlocking it. Not all locked doors or containers can be opened with the use of a knock spell, and there even exist spells which may make knocking a door or object more difficult.

22 anchor
This spell allows an earth templar to bind himself to a particular locale. The spell provides a resistance to mundane attacks such as drive, along with magical attempts at motion, such as those provided by gust, or summon.

23 stone shield
This spell calls into being a stone shield, which can be used by the earth templar. The shield is designed to protect the earth templar from all manner of damaging special attacks, particularly those that employ brute force.

24 density
This spell of the element of earth drastically raises the density of a target. Dense targets will find their ability to stand up, move, and maintain their balance in combat adversely affected.

24 magnetic grasp
If an earth templar has a free hand, he may attempt to cast this spell. Using the magics of earth to induce an affinity for metal, opponents wielding metal weapons can find their weapons ripped out of their grasp with the use of this magic.

25 brittleform
This spell makes the target's body more brittle, making them more vulnerable to blunt attacks. At the same type, this harder form is resistant to slashing types of damage.

25 durability
This spell, used by earth templars, calls upon the powers of the earth to allow earth templars to resist blows. The scholar will move more slowly, and suffer a decrease in offensive potential, but will shrug off many blows, due to the defensive power of the spell.

26 petrify
The petrify spell slows an opponent, stiffening his or her body. Slowed opponents will find simple actions more difficult to avoid, as well as their combat prowess hampered.

29 quicksand
Used by earth templars, this creates a shifting pool of quicksand beneath a target and their group. Those caught in the quicksand will find their ability to flee, or otherwise leave the room, impeded. Quicksand cannot be cast on water or while in the air, and flying targets are unaffected.

30 earth maw
This spell opens up a maw of earth beneath the feet of the target. If the victim is not flying, or fails to evade the maw, they will become trapped within its suffocating confines until they can escape.

33 meteor strike
This spell of earth calls forth a bit of earth from the skies to strike at a target. This spell can only be cast outdoors.

35 crystal shield
This spell, used by earth templars, calls into being a crystal shield. When worn, the shield will absorb one spell, which will be reflected back on the caster.

43 devotion
This spell allows a templar to devote himself to the use of a single weapon. Along with enhancing the abilities of the particular weapon, it also allows an earth templar to learn its intricacies through continued use.

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Notes From the Legends

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