“A fellow templar of the earth. I welcome you to the fold.” – Tiuron, Earth Templar Guildmaster of Var Bandor

The protective powers of the earth aid earth templars in battle. Their primary means of damaging their foes are physical in nature, both through magics and their weapon. Earth resonates with lawful tendencies alone, and cannot be manipulated by any of chaotic mindset.


Introduction

Not long after the caladaran taught the magics of Earth to humanity, those who sought to use them in a more martial way arose. Like the templars of Water and Fire who preceeded them, Earth templars seek to find the best possible fusion of their sphere and direct battle. Particularly favoured by humans, who originated the art, this profession has also found a degree of favour amongst Fenthiran srryn, who find much appeal in the visceral, brute-force nature of the class’s fighting style.

In addition to many standard benedictions of the sphere, Earth templars learn numerous techniques by which they enhance their physical prowess and ability in combat. Their primary means of damaging their foes are physical in nature, both through magics and their weapon. They are less adept at defending against magical forces, though they are far from helpless against them. Earth templars overwhelmingly favour extremely heavy two-handed weapons, traditionally taking up polearms but also favouring spears and swords.

Earth resonates with lawful tendencies alone, and cannot be manipulated by any of chaotic mindset. As the origin of the magics they practice, Iandir is a common, but far from mandatory, patron of Earth templars. Jalassa and Dolgrael are also routine choices within their ranks, given as they are to steady training and martial discipline.


Class Abilities

Click an ability name to see more details.

Skills

Level 1: Axes
Syntax: Automatic

Bladed weapons with a typically short haft, axes are most often favoured by
barbarians, who enjoy their lack of subtlety and learn specific techniques for
them. Axes may be found in many sizes, for both one and two-handed use. They
typically deal slashing damage, and they are characteristically poor at
fending off blows, due to their balance and lack of finesse. The weighty
swings often required by axes make it suited against both shield blocking and
deflection, but much easier for opponents to fend off or stone phalanx.

Primary Attribute: Strength

See also: PARRY
Level 1: Mace
Syntax: Automatic

While some may feature ornamentation or spikes, maces are at their heart a
very simple weapon: a short length of metal or wood, typically used as a means
of blunt force. For this reason, they are often favoured by scholars and
templars of the earth, as well as barbarians, though several guilds train in
the usage of this weapon. Due to the length and balance of these weapons,
maces do not parry blows very well, and if offhanded will hurt one's main-hand
parrying. Maces will get around both shields and watchers' deflection
relatively easily.

Primary Attribute: Strength

See also: PARRY
Level 1: Spear
Syntax: Automatic

A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Sword
Syntax: Automatic

One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Polearm
Syntax: Automatic

Similar to a spear, but universally requiring both hands to wield and
typically heavier at the head, polearms are often favoured by both fighters
and earth templars, who are taught to best take advantage of both their
defensive and offensive capabilities. Because of their length, they are very
well-suited to defend with. They are suited to usage against opponents who are
dodging, fending, or using a stone phalanx, and unsuited against parrying of
any sort or deflection.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Scrolls
Range    : Inventory Item/As Original Spell

Syntax: Recite <scroll> <target>

Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.

As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.

Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.

Primary Attribute: Intelligence

See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Level 1: Durability
Syntax: Automatic

All earth templars are trained in suffusing their bodies with the power of the
earth, granting them a basic resistance to all damage. Due to the nature of
the power, this skill is more effective against physical harm than magical,
and against smaller amounts of damage than greater, but it is never
ineffective.

Primary Attribute: Constitution
Level 3: Enhanced Damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 4: Rescue
Range    : Target PC or Mobile

Syntax: Rescue <target>

Rescue allows the user intercede in combat for another. This will direct the
melee blows of the target's foe at the user, removing them from combat. If the
target is being targeted by multiple opponents, they will need to be rescued
from each one in turn. It is not possible to rescue someone who is not being
targeted by any enemies. A character who is autoassisting will immediately
rejoin combat after being rescued.

Primary Attribute: Charisma, Dexterity

See also: AUTOASSIST, AUTOATTACK
Level 5: Fast Healing
Syntax: Automatic

Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.

Primary Attribute: Constitution

See also: HIT POINTS
Level 7: Parry
Syntax: Automatic

One of the few skills taught by almost all guilds of Avendar, parrying is the
art of fending off an opponent's blows with one's own weapon. It is easiest to
do so with a staff, though polearms and spears are well-suited to it as well.
Swords and exotic weapons are neither good nor poor to one attempting to
parry, though gladiators will parry better with an exotic and swords parry
more effectively when wielded with both hands. Maces, axes, flails, daggers
and whips are in turn less and less suited to parrying with.

Fighters, by virtue of their training in a variety of techniques, will be more
skilled at parrying no matter what the weapon.

Wielding a weapon other than a sword or a spear in one's offhand will inhibit
parrying with the main hand, though gladiators learn techniques to parry
better while offhanding a whip. It is typically easier to parry when skilled
with one's own weapon.

It is particularly difficult to parry against daggers and whips, and easier to
parry polearms.

Primary Attribute: Dexterity

See also: DUAL WIELD, individual weapon helpfiles
Level 9: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, SECOND ATTACK
Level 12: Meditation
Syntax: Automatic

A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.

Primary Attribute: Intelligence, Wisdom

See also: TRANCE, MANA
Level 14: Stone Phalanx
Syntax: Automatic

An earth templar wielding a two-handed weapon is able to cause blocks of
stone to rise up in formation with him, defending him against blows and
allowing him to counterattack. This skill is ineffective where there is no
solid ground beneath the templar. Devotion to one's weapon makes this skill
more effective, and wielding a single-handed weapon with both hands will not
be as effective for the purposes of this skill as using a weapon balanced for
this purpose. This will fail in a room where no magic at all can be cast.

This skill is most effective against daggers, axes, and staves, and least
effective against spears, whips, and polearms. Hitroll assists with
penetrating this defense.

Primary Attribute: Strength, Intelligence

See also: COUNTERATTACK
Level 16: Shockwave
Duration : Instantaneous                          Minimum Cost: 40 mana
Range    : All ungrouped PCs or Mobs in Room

Syntax: Shockwave

Using any weapon wielded with both hands, an earth templar can strike the
ground with such force that all present will be struck with a moment of lag.
This skill cannot be used on or underwater or in the air and will not affect
anyone who is flying. It will initiate combat with anyone it can strike,
whether they are lagged or not.

Primary Attribute: Strength, Intelligence

See also: LAG
Level 18: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, SECOND ATTACK
Level 22: Inertial Strike
Duration : Instantaneous                         Minimum Cost: 20 mana
Range    : Single PC or Mob                      Weapon: Any 2-handed

Syntax: Inertial <target>

Earth templars wielding a two-handed weapon may use it to deliver a
devastating blow, drawing it back and using sheer inertial force to slam it
into their enemy. Heavier weapons will deal more damage.

Primary Attribute: Strength, Intelligence
Level 25: Augmented Strength
Syntax: Automatic

With this skill, the user will be considered to have three more strength than
they would normally through training or equipment, and exceeding normal
limits.

Primary Attribute: Strength
Level 28: Trance
Syntax: Automatic

A further refinement upon the more widely taught basic technique of
meditation, trance is taught by the spellworking guilds and those focused on
more meditative studies, in order to better recover their mana.

Primary Attribute: Intelligence, Wisdom

See also: MEDITATION, MANA
Level 30: Counterattack
Syntax: Automatic

Fighters and earth templars receive this skill, which allows them to strike
foes whose attacks they block.  Fighters have a chance to counterattack when
they successfully parry or fend, while earth templars may only perform
counterattacks when they successfully use stone phalanx.  A counterattack
deals more damage to characters not wearing a shield, or if the
counterattack is attempted with a two-handed weapon.  For a fighter to
counterattack with a one-handed weapon, he must be wearing a shield.  

Primary Attribute: Wisdom, Dexterity

See also: PARRY, FEND, STONE PHALANX
Level 34: Whirl
Duration : Instantaneous                         Minimum Cost: 35 mana
Range    : All Fighting the User                 Weapon: Any 2-handed

Syntax: Whirl

An earth templar wielding a two-handed weapon may lash out in a whirling blow,
slamming it through everyone who is engaged in combat with him, dealing
damage.

Primary Attribute: Strength, Dexterity
Level 38: Charge
Duration : Instantaneous
Range    : Single PC or Mobile Within Scan Range

Syntax: Charge <target> <direction>

Specialized in tactics of brute force and momentum, an earth templar may slam
into an opponent from a distance, dealing blunt damage and pushing the target
into a room along the same vector if possible, both proportionally to how far
he has run. A target who is protected by a flame shield will burn someone
charging them, and it is not possible to push an anchored target. Targets who
are sensing danger, scouting, or particularly wary will be more difficult to
charge, as they are more inclined to see the templar coming.

It is not possible to charge through water, unless the user is able to move
freely there. Aggressive mobiles will stop a charge short, as well. A one-room
charge will not build up enough momentum to push anyone. Certain mobiles
cannot be moved via a charge.

Primary Attribute: Strength, Dexterity
Level 40: Momentum
Syntax: Automatic

A skilled earth templar eventually becomes able to take advantage of the
momentum of his blows. For each attack he makes that is not defended against,
he will deal a small amount of additional damage. This will occur even if he
misses due to the opponent's armour class.

Primary Attribute: Strength

Spells

Level 2: Armor
This is a short list of the more common wear-slots accessible to mortals.
There are a few more, but are comparatively obscure. These should be most
all that you'll deal with:

  -Left finger                     -Right finger
  -Neck (first)                    -Neck (second)
  -Torso                           -Head
  -Legs                            -Feet
  -Hands                           -Arms
  -Shield/Held/Dual Wielded/Light  -About body
  -Waist                           -Left wrist
  -Right wrist                     -Wielded (weapons)
  -Floating                        -Branded (immortals' sigils and brands)
Level 5: Reinforce
Duration: (level / 2) hours                          Minimum Cost: 40 mana
Range: Self, Groupmate, or Inventory Object

Syntax: cast 'reinforce'
        cast 'reinforce' <groupmate>
        cast 'reinforce' <object>

By drawing the defensive power of earth into an object, a mage may
reinforce it, temporarily rendering it nearly indestructible and improving
its armor class.  The value of the armor class bonus is dependent on the
initial bonus provided by the object; better armor will be more heavily
improved.  Weapons thus reinforced will not degrade with use, until the
reinforcement expires.  

In addition to casting the spell directly on an object, the mage may target
himself or a groupmate; in this case, all objects worn by the target will be
reinforced, as though the mage had reinforced each object individually. 
This spell may be renewed before expiration.  Facility with the forgemaster
skill will improve the armor class bonus granted by this spell.  

Primary Attribute: Intelligence

See Also: FORGEMASTER
Level 6: Sandspray
Duration : Instantaneous                               Minimum Cost: 15 mana
Range    : Single PC or Mob

Syntax: Cast 'Sandspray' <target>

Sandspray calls up a blast of sand and dust from the nearby environs, slashing
at its target and potentially blinding them.

Primary Attribute: Intelligence, Dexterity

See also: BLINDNESS
Level 8: Fortify
Duration : (Level+6)/2 hours                        Minimum Cost: 5 mana
Range    : Single PC or Mob

Syntax: Cast 'Fortify' <target>

Suffusing the target with the strength of the earth, fortify will
significantly increase the hit points and grant a bonus to the saves of its
target.

Primary Attribute: Intelligence

See also: SAVES
Level 9: Detect Invis
Duration : Level/2 hours                               Minimum Cost: 5 mana
Range    : Caster Only

Syntax: Cast 'Detect Invis'

This spell allows the caster to see all players, mobiles, and objects that are
invisible.

Primary Attribute: Intelligence

See also: INVISIBILITY
Level 10: Shield
Duration : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
Level 11: Mudfoot Curse
Duration: (level / 4) hours                            Minimum Cost: 30 mana

Syntax: cast 'mudfoot curse' <target>

By calling up the soft clinging mud of the earth to bind to an opponent's
feet, a scholar may hamper his foe's movement.  Should the target fail to
save, she will be afflicted by the mudfoot curse, suffering a penalty to her
dexterity and requiring a small amount of additional effort when moving. 
Furthermore, if she is on solid ground and neither flying nor stabilized, the
target risks periodic slipping; this is more likely to happen in combat. 
Slipping will lag the target briefly and may send her down any nearby
slopes.  Those with higher dexterity will be able to avoid slipping more
often.  

Primary Attribute: Intelligence

See Also: FLIGHT, STABILIZE
Level 12: Giant Strength
Duration : Level/2 hours                            Minimum Cost: 20 mana
Range    : Single PC or Mob

Syntax: Cast 'Giant Strength' <target>

Giant strength imbues the target's muscles with the earth's power, granting a
bonus to their strength score.

Primary Attribute: Intelligence

See also: STRENGTH
Level 13: Earthbind
Duration : Level/4 hours                            Minimum Cost: 25 mana
Range    : Single PC or Mob

Syntax: Cast 'Earthbind' <target>

Earthbind will forcibly cause a flying target to fall to the earth and leave
them unable to fly, magically or naturally, for the duration of the spell. It
has no effect on targets who are not already flying.

Primary Attribute: Intelligence

See also: FLIGHT
Level 14: Knock
Duration : Instantaneous                              Minimum Cost: 35 mana
Range    : Locked Door or Container

Syntax: Cast 'Knock' <direction/item>

The spell of knock draws upon the power of the earth to manipulate the
tumblers of a lock, opening it. Locks which cannot be picked by mundane means
cannot be knocked open; in particular a rune of earth will nullify this
spell.

Primary Attribute: Intelligence

See also: PICK LOCK, RUNE OF EARTH
Level 15: Smooth Terrain
Duration : 12 hours                                 Minimum Cost: 35 mana
Range    : Caster's Group

Syntax: Cast 'Smooth Terrain'

This spell will smooth out the ground beneath the caster and his companions,
easing their travel and reducing their movement costs. This working may be
recast before expiration to renew its effect.

Primary Attribute: Intelligence

See also: MOVEMENT
Level 17: Mantle of Earth
Duration : Permanent                                  Minimum Cost: 50 mana
Range    : Caster Only

Syntax: Cast 'Mantle of Earth'

This spell creates a mantle suffused with the power of the earth for the
caster to wear about his body. It provides a substantial bonus to the wearer's
armor class, as well as providing protection against several brute force
attacks taught by warrior and rogue guilds.

The mantle will disintegrate if it is dropped or worn by a non-earth templar.

Primary Attribute: Intelligence

See also: ARMOR CLASS
Level 19: Jaws of the Mountain
Duration : Instantaneous                              Minimum Cost: 30 mana
Range    : Single PC or Mob

Syntax: Cast 'Jaws of the Mountain' <target>

An earth templar who is underground may call upon the might of the earth
itself to gnash at his foe, calling forth stalactites and stalagmites to
pierce them between. There must be a fully solid floor and ceiling to cast
this spell, and the spikes from the floor will additionally deal movement
damage. The lower spikes will do less damage to flying targets, but it is
impossible to avoid them entirely this way.

Primary Attribute: Intelligence
Level 20: Stone Skin
Duration : Level/2 hours                            Minimum Cost: 12 mana
Range    : Caster only

Syntax: Cast 'Stone Skin'

Stone skin hardens the caster's skin, granting a bonus to armor class and
providing resistance against physical damage, dependent on the caster's level.
Ch'taren, being partially insubstantial, see a reduced benefit from this
spell.

Primary Attribute: Intelligence, Constitution

See also: ARMOR CLASS, DAMAGE REDUCTION
Level 21: Bind Weapon
Duration : Level/6 Hours                          Minimum Cost: 15 mana
Range    : Single PC or Mob

Syntax: Cast 'Bind Weapon' <target>

This spell manipulates the material of the target's weapons slightly, to an
extent binding them to their hands. While not as effective as weapons which
intrinsically do this, this will protect the wielder from being disarmed.

Primary Attribute: Intelligence

See also: NOREMOVE, NODISARM, DISARM
Level 22: Rune of Earth
Duration : Level/4 Hours                               Minimum Cost: 50 mana
Range    : Target Door

Syntax: Cast 'Rune of Earth' <direction>

Rune of earth seals off a door, making it impassible by any conventional
means: the lock cannot be opened normally, nor can it be forced by mundane or
magical means, and the door cannot be passed through while the spell is in
effect. However, it is possible for a runed door to be forced open by a bard's
song.

Primary Attribute: Intelligence

See also: THE WALLS OF NORDATH
Level 23: Magnetic Grasp
Duration : Instantaneous                              Minimum Cost: 25 mana
Range    : Single PC or Mob

Syntax: Cast 'Magnetic Grasp' <target>

Earth templars are able to manipulate the magnetic affinities of metal
objects, attempting to yank them from both hands of his opponent, sending them
falling to the ground. Weapons that cannot be dropped or disarmed cannot be
taken by this method.

Primary Attribute: Intelligence, Dexterity

See also: DISARM, DUAL WIELD
Level 24: Petrify
Duration : Level/10 Hours                         Minimum Cost: 60 mana
Range    : Single PC or Mob

Syntax: Cast 'Petrify' <target>

A modified version of the greater spell flesh to stone, petrify only partially
transmutes its target, focusing on their muscles. So petrified, the victim
both moves and heals more slowly, and will sometimes be unable to execute
commands and be lagged instead.

Primary Attribute: Intelligence

See also: SLOW
Level 26: Anchor
Duration : Level/12 Hours                           Minimum Cost: 80 mana
Range    : Caster Only

Syntax: Cast 'Anchor'

Anchor allows the caster to root himself in the earth, protecting him against
various means of forcible movement, such as the summon spell, bashing, or the
myriad spells of the sphere of air which have such an effect. This added
binding to the earth does increase movement cost, however.

Primary Attribute: Intelligence, Constitution

See also: SUMMON, GUST, SCATTER, BASH
Level 27: Stabilize
Duration: (level / 4) hours                            Minimum Cost: 40 mana
Range: Caster Only

Syntax: cast 'stabilize'

Stabilize roots the caster in the earth, granting her immunity to
legsweep, trip, mudfoot curse, quake, quicksand, rock to mud, and gravity
well. It also offer some protection against kicks and surprise attacks on
the mage.  As this protection stems from the earth, the scholar must be in
contact with it to receive the benefits; in particular, this spell is
ineffective when the caster is in air or water rooms, or when she is flying.
Finally, while stabilized, damage caused by sound is reduced.

Primary Attribute: Intelligence

See Also: KICK, TRIP, SURPRISE ATTACK, FLIGHT, MUDFOOT CURSE, QUAKE,
          LEGSWEEP, QUICKSAND, ROCK TO MUD, GRAVITY WELL
Level 29: Quicksand
Duration : Level/10 Hours                         Minimum Cost: 40 mana
Range    : Single PC or Mob

Syntax: Cast 'Quicksand' <target>

A variant version of the slip spell, this spell turns the ground beneath the
target's feet to quicksand for a period of time. This mire will penalize the
victim's dexterity score and has a heightened chance of failing any attempts
at fleeing. Targets who are not affected by the stabilize spell have a strong
chance of being lagged in any attempt to escape combat in this manner.

People who are flying will not be hindered by any quicksand on the ground, and
there must be solid ground in the vicinity to transmute.

Primary Attribute: Intelligence

See Also: LAG, STABILIZE, FLIGHT
Level 32: Density
Duration : Level/16 Hours                             Minimum Cost: 40 mana
Range    : Target PC or Mob

Syntax: Cast 'Density' <target>

This spell greatly increases the density of its target, occasionally causing
them to 'crumple' mid combat, lagging them. It also increases the target's
movement costs, and occasionally prevents them from standing from sleep. This
spell is ineffective against nefortu, with their small size.

Primary Attribute: Intelligence

See also: LAG
Level 36: Earth Maw
Duration : Instantaneous                             Minimum Cost: 120 mana
Range    : Target PC

Syntax: Cast 'Voice of the Earth' <target>

This spell draws on the power of the earth to attempt to locate its target. If
the target is underground, their exact location will be revealed to the
caster. Targets who are on or under water or in the air will not be found by
the earth. If the target is in any other locale, the type of terrain of that
place will be revealed.

Primary Attribute: Intelligence
Level 45: Devotion
Duration : Permanent                                 Minimum Cost: 90 mana
Range    : Inventory Weapon                          Recast Delay: 50 Hours

Syntax: Cast 'Devotion' <item>

This spell allows its caster to learn the deeper intricacies of his chosen
weapon and enhance its power in the process. They will begin to gain skill in
this weapon over 100%  There is little gain to training against particularly
weak opponents, however no gain will be seen from battling against targets of
whose levels are less than the caster's.

The caster's progress with the skill is shown on his skills listing.

Primary Attribute: Intelligence, Wisdom

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