Anther's Call

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Wm thumb.jpgWarrior Mage Guild

Anther's Call
Abbreviation: ANC
Prerequisites: Stone Strike or Elementalism
Signature: No
Spell Slots: 2
Mana Type: Elemental Magic
Spell Type: battle / debilitation
Difficulty: basic
Prep (min/max): 1 / 33
Skill Range (min/max): 10 / 600
Valid Spell Target: PC, Creature
Duration (min/max): Instant
Justice: This spell is legal to cast in Justice Zones.
Corruption: This spell does not cause Divine Outrage or some other form of Sorcerous Corruption.
Description: The spell titled Anther's Call was created by Imperial mages during the time of the Seven-Star Empire. They named the spell in honor of the famed Earth mage Anther to bridge the ideological rift between members of the Imperial College of Magic and those clan-structured Warrior Mages who remained loyal to the Grovekeepers. This spell calls forth a number of grasping hands fashioned from the earth or stone beneath the victim's feet which attempt to hold the target fast and immobile. It was widely used by Imperial mages to capture dissidents without inflicting physical harm.
Effect: -Evasion skill
Example Messaging: You gesture at a cougar.

A low, pure note chimes from the ground below.
The ground around a cougar begins to churn violently as dozens of large hands fashioned from living earth surge into view! The hands swarm over a cougar's body, gripping its extremities and rendering it completely immobile!
Roundtime: 2 sec.

The hands release their grip on a cougar and fall to the ground, reverting to piles of earth that slowly crumble away.

Contest Type: magic / fortitude
Devices/Tattoos: No devices or tattoos documented.


  • Can't be cast in watery areas. Casting in water results in spell failure and:
The water ripples slightly, but nothing else happens.
  • Certain types of ground also restrict casting Anther's Call. Casting upon restricted ground results in spell failure and:
The wood underfoot creaks slightly, but nothing else happens.

Restricted Locations