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DnD Secret Crafts Earthologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of Earth Elementalists

aka Earthologist, Elementalist of Earth, Master of Earth

They are known as a Earthologist in the library of the Great School of Glantri. They started out (and can still be found) as the Elementalist of Earth, Master of Earth or Earth Elementalist of the Atruaghin and Ethengarians. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

This secret craft was developed by those who have a deep connection with elemental earth and the Sphere of Matter. These are abilities granted by the grace of the patrons of the earth and nature.

Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (0e-gaz-03), Midgard Heroes Handbook (mhh), Deep Magic – Elemental Magic (dm14), Encyclopaedia Arcane – Elementalism (The Primordial Force – mgp1008), Xanathar’s Guide to Everything (xge).

List of Practitioners of the Earthologist Secret Craft

  • InitiateXhall – Multiclass Cleric/Wizard (Fri)
  • 1st Circle – Baragustas (dead), Jef (Fri)

Earthologist Craft Locations

Characters in these locations can activate a secret craft without expending points on a success or failure, but still suffer the full effects of a critical failure. In some instances, a critical success enhancement has become permanent.

Good Magic LocationsShadowdown (Alfheim(-4,17)),

Craft Magical Item – Earthologist

Ranks of the Earthologists Secret Craft

Earthologist Initiate

To become an initiate, one must be part of either “The Great School of Magic” in Glantri City, Cult of Growth, or from the Ethengarian or Atruaghin people. A respected member of the descendants of the Earth Genasi (earth aspected racial option) is also an option as one of the core crafts of the setting.

Secret CraftEarthologist – Initiate

  • Craft Bonus = Proficiency + Con + circle +2 (earth elemental aspected, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved +2 (earth elemental aspected, genasi).
  • Bonus Language: Primordial (Terran)
  • Associated Sphere – Usually a Matter Immortal, Earth Pantheon Immortal, Forest Pantheon Immortal, but any Immortal who is a Patron of earth is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Matter (Earth) You can make a craft check to use a artefact of matter without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Earth Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Earthologist Additional Crit Effects

  • Earthologist Additional Craft Mishap: In addition to the base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You age increases by the Critical Effect Modifier. You are unable to pronounce words correctly in Celestial until you finish a long rest and have disadvantage on rolls using the language.
  • Earthologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. You age decreases by the Critical Effect Modifier. Your grasp of the Celestial language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the language.
Earthologist Secret Craft

Associated Options – This is the Association between secret crafts, patrons, Immortals and classes and other class options.

Pantheons

Immortals

  • Immortals of Energy (1) – Ninsum (Hierarch 35, Agriculture),
  • Immortals of Matter (1) – Terra (Hierarch 36, Agriculture),
  • Immortals of Thought (2) – Frey (Celestial 13, Aesirs, Agriculture), Ralon (Temporal 9, Agriculture),
  • Immortals of Time (1) – Brindorhin (Celestial 14, Abundance),

Class Options

Available Feats

Elemental Adept (ph166, Agriculture), Negotiator (Agriculture), Survivor (Agriculture),

Spell ListSecret CraftEarthologist (Earth)
(Acid, Earth and Poison based spells)

Cantrip Acid Splash (ph211), Fist of Iron (mhh167), Mould Earth (xge162), Poison Spray (ph267), Primal Savagery (xge163), Pummelstone (mhh187), Spectral Weapon (GM), Thaumaturgy (ph283),

1st Level SpellsAbsorb Elements (xge150), Acid Wind (bls10), Armour of Earth (br206), Caustic Spittle (bls28), Earth Tremor (xge155), Earthen Blast (bls49), Fists of Stone (bls58), Grease (ph247), Protection from Evil and GoodR (ph271), Ray of Sickness (ph272), Rock Bolt (bls100)

2nd Level SpellsAcid Arrow (ph260), Earth Ear – R (bls49), Maximilian’s Earthen Grasp (xge161), Elemental Horns (mhh165), Pass through ElementR (ea08), Spires of Stone (mhh194), Tremorsense (bls119),

3rd Level SpellsAwaken ElementR (ea08), Dispel MagicR (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Erupting Earth (xge155), Magic CircleRO (ph257), Meld Into StoneR (ph260), Mire (mhh183), Ooze Bolt (bls91), Protection from Energy (ph271), Stinking Cloud (ph279),

4th Level SpellsConjure Minor ElementalsRO (ph226), Dig (bls44), Earthburst (bls49), Earthskimmer (mhh164), Elemental Bane (xge155), Erode (ea08), Power of the Earth (br207), Quicksand (bls96), Siphon Elemental Lifeforce (ea08), Stone Shape (ph279), Stoneskin (ph279), Vitriolic Sphere (xge170)

5th Level Spells – Acid Rain (mhh148), Cloudkill (ph223), Conjure ElementalRO (ph225), Earth Shift (bls49), Magic Circle against EnergyR (ea08), Transmute Rock (xge169), Wall of Stone (ph)

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

Earthologist 1st Circle (Apprentice)

Secret CraftsEarthologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Earthologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All acid attacks treat a damage dice rolled of 2 or less as a 2.

Earthologist Apprentice Enhancements and Powers (Requires Earthologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate. Your natural attacks deal an extra 1d6 Acid damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Acid damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate. You gain resistance to Acid Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over quicksand, sand, fragile or loose stone without slipping or treating as difficult terrain until the end of your next turn.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Elemental Earth Aspect (SB 1) You can change your aspect to Earth, or gain it as an elemental aspect if you did not already have one.
  • Elemental Earth Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Earth Familiar (SB 1+): You spend a week to training a familiar to take on Earth Elemental traits. This gives the familiar once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Forest or Earth pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Earth Companion (SB 1+): You spend a week to training a companion to take on Earth Elemental traits. This gives the companion once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Forest or Earth pantheons). You cannot recover the soul burn while you retain the companion.
  • Elemental Earth Mount (SB 1+): You spend a week to training a mount to take on Earth Elemental traits. This gives the mount once per short rest the ability to turn into earth for 1 round per level taking on the abilities of earth glide, siege monster and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Forest or Earth pantheons). You cannot recover the soul burn while you retain the mount.
  • Earth Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Reference Notes for Elemental Earth Creature Abilities

  • Earth Glide – The creature can burrow through non-magical unworked earth and stone. While doing so, the creature does not disturb the material it moves through.
  • Siege Monster – This creature deals double damage to objects and structures.
  • Attacks – All attacks are treated as acid damage
Earthologist 2nd Circle (Apprentice)
  • Attributes – Secret Crafts – Earthologist – 2nd Circle
    • Earthologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement you increase the light radius by 5ft, the Fists and Rebuke dice increase by 1 and the Walk duration increases by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
      • Elemental Conjuration, Minor (Power SB 2 DC 18) As an action you can conjure 1d4 earth elemental, they last for 1 day/level or until their tasks completed, or this ability used again which sends any previously conjured elementals home.
      • Elemental Enhancer (Enhancement SB 2 DC 18): As an action you can increase the effects of your summoning increasing the Constitution modifier of the creature by the circles you have learned. (i.e. if you have learned up to 2nd Circle then you give it a +2 to its Con modifier increasing saving throw and Constitution based checks by 2.
      • Elemental Infusion (Power SB 2 DC 18) As a bonus action, you can gain the ability to use Fist of Iron, and it can be included with an unarmed strike.
      • Elemental Servant (Enhancement SB 2 DC 18): As an action you gain a familiar (an extra if you already have one from a class feature) that is also a earth elemental.
      • Elemental Sense (Enhancement SB 2 DC 18) As an action you can activate this enhancement to allow you to see the changes in the weather that will happen up to your level in hours within one mile per your level.
    • Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Elemental Servant (SB 2+) You bind the services of an elemental at the cost of twice its hit dice in soul burn. You cannot heal or recover this soul burn while the servant is bound. You can have any number of servants bound in this manner. This loss is permanent while you have the servant.
      • Elemental Weapon (SB 2+) You enhance your weapon as an elemental conduit so that it works with elemental rebuke. This costs 2 SB per character level and works when elemental rebuke is active. You can only have one weapon as a conduit at a time, and when you create a new one, the connection to the old one is lost. The weapon radiates energy of the type it is a conduit of, and makes it a magical weapon if it is not already, and damage dealt by the weapon also counts as half from this element. This loss is permanent while you have the weapon.
      • Minor Conjuration (SB 2+): You make a pact with the elemental lords of earth. Once done, you may once per pact during a short rest, summon 1d4 earth elementals for 1 day per level or until their task is completed, or you activate this ability again which sends any previously summoned elementals home. This loss is permanent while you have the pact.
Earthologist 3rd Circle (Adept)
  • Attributes – Secret Crafts – Earthologist – 3rd Circle
    • Earthologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk and Infusion durations increases by 1, and the Sense distance and time is multiplied by 2. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
      • Elemental Attack (Power SB 3 DC 20) As per the Mire spell.
      • Elemental Bypass (Power SB 3 DC 20) As a bonus action, you select a target and for the next minute, any acid damage that hits that target ignore the targets resistance regardless of source.
      • Elemental Conjuration (Power SB 3 DC 20) As an action you can conjure a kryst, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of earth could be used at the GM’s discretion.
      • Elemental Mark (Enhancement SB 3 DC 20) As an action you can mark yourself with your element to gain advantage in social interactions with Earth Elementals, but Disadvantage with Air Elementals.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Conjuration (Power SB 3+) You make a pact with the elemental lords of earth. Once done, you may once per pact during a short rest, you can conjure a kryst, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of water could be used at the GM’s discretion. This loss is permanent while you have the pact.
      • Elemental Anchor (SB 3 per year) You create a 5 ft aspect of your surroundings to act as your elemental anchor, and home location target for elemental gateways you create. While in contact with this aspect, the SB cost of all of these elemental craft features is reduced by 1. This loss is permanent while you have the anchor.
Earthologist 4th Circle (Master)
  • Attributes – Secret Crafts – Earthologist – 4th Circle
    • Earthologist Master (Enhancement SB 4 DC 22): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Construct (Power SB 4 DC 22) As an action, you can create a construct out of your element and attacks as yourself with hit dice matching your own. Cannot move more than 20 ft from where it was created, and you can only have one of these created at a time.
      • Elemental Control (Enhancement SB 4 DC 22) As an action you can activate this manifestation and once active, you can spend a action to which lasts until the start of your next turn unless otherwise stated:
        • (action) Gain the ability to can shape earth in the area (5 ft/level).
        • (bonus action) You can cast Move Earth ignoring the component requirements.
        • (reaction) You are immune to acid and bludgeoning damage.
        • (reaction) Enhance fire the area with +2 dice of damage (5 ft/level).
      • Elemental Turning (Power SB 4 DC 22) As an action, you turn Earth or Air elementals as if you were a cleric of the same level. Can only be sustained by concentration.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Grand Master (SB 4) – Request ability to train as a Grand Master.
Earthologist 5th Circle (Grand Master)
  • Attributes – Secret Crafts – Earthologist – 1st Circle
    • Earthologist Grand Master Master (Enhancement SB 5 DC 24): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Gate (Power SB 5 DC 24) As an action you create a gate to the elemental plane of your element, it opens in a known location. Otherwise it works as the Gate spell. If on you elemental plane you can open a gate to your anchor location.
      • Elemental Rift (Power SB 5 DC 24) As an action you can create a Rift between where you are and your elemental plane for as long as you are concentrating, allowing elementals to pour forth in the location and can close the rift as a free action. Elementals with a combined hit dice up to your level can traverse into, or out of the rift each round. Elementals brought forth are not summoned or controlled in any way.
      • Metamorphosis (Enhancement SB 5 DC 24) As an action, you turn into an elemental with the same Hit Dice and can use abilities and spells. While in Elemental form and taking ten minutes to perform a ritual, they can traverse between the elemental plane and their current location, or from the elemental plane to their anchor. You remain this way until you undo the effect with another use of Metamorphosis.
    • Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Sponsor (SB 5) – Asking a member of the Elemental Courts to become your sponsor following the rules for Immortality with the goal to join the elemental court.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Updates

  • 2022-04-19 – Added in the locations section.
  • 2022-03-14 – Fixed the racial affinity.
  • 2022-03-12 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year.
  • 2021-10-10 – Updated Initiate and 1st Circle.
  • 2021-08-06 – Added Whelm.
  • 2021-08-04 – Updated the downtime activities.
  • 2021-07-21 – Added in section on magical items.
  • 2021-03-25 – Cleaned up for ease of copying.
  • 2021-03-18 – Added in Acid Splash (C) to spell list, and removed book references when I have the spell information.
  • 2020-09-14 – Added in 2nd circle to 5th circle.
  • 2020-06-23 – Updated boons, mishaps and 1st circle.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Structure and content update.
  • 2020-02-23 – Added in downtime for making elemental familiars and companions and changed the name to fit with the other secret crafts.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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