Free: Whitebox Wizardry, and one day maybe probably how to make it into a real book.

Some people asked: how do you start binding books?

By taking a course or just, you know, get needle and thread and fool around with paper.

Since not all of you might live in a city with a university or an art school, I made this:

whitebox-wizardry

This is going to be two things: first, PDF files to download and print. Get them here: normal PDF and imposition PDF. The first file is also handy to use on mobile. Don’t use the second on mobile: it’s to be printed duplex, folded in a specific way and bound.

Second, a small tutorial on how to make some small (literally, they are going to be in A7 format), utilitarian books to use at the table. I’ll try to stick to no-glue books, mostly because every time I used glue recently I more or less destroyed the whole book and got really upset (if you wonder why I’m not selling handbound stuff anymore, it’s because I’m cursed). I have no idea when the tutorial part is going to be out: the PDF took only some light finangling to do, but the tutorial will take a while to put together.

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Khosura Street Blues: where I get lazy and tell you about how my campaign is going making a post with some pictures, plus an attempt at a Knotromancy School for W&W

I’ve been running one of the two Mageblade playtest campaigns in Khosura [post in Hungarian], written by the always awesome Gabor Lux. I’m playing a prewritten module because I’m playtesting and I’d rather spend more time evaluating how the game mechanics behave and not tinker with the world as I go: less prep is better prep. Also, Mageblade requires no adaptation whatsoever from your typical D&D, you only need to raise[lower] AC by 2.

(see what I did there? I made a funny).

At any rate, this is the amount of Khosuran underworld we explored in about 6-7 sessions.

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Yes in Glasgow we drink a lot of Tennets. Those in the front of the screen are dead PCs to remind players that I am a cruel douchebag.

Khosura seems to be one of those dungeons where sessions alternate between exploratory (finding interesting stuff) and resolving (getting the sweet swag out). At any rate, the party last night was as usual not at its full. In order from right to left: Durgon the Fighter, Alyna (yep, that’s a rogue with a scumbag hat and a monkey), Cailan the Knotromancer with his rope.

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Durgon is short because I clearly can’t draw, depicted with his re-re-replaced plate mail. Durgon uses a pollaxe, not a sword, sorry. Alyna has dagers, but never dual-wielded daggers in her life, and I think she actually never made an attack roll ever in two sessions as she always, always slithers away. She’s good at that. Sometimes Cailan goes around with a goat, but only for sacrifice purposes, blame Brendan, and he’s depicted with his pet magic rope. Spaturny not depicted, but he usually goes around with a bag on his head. Rhaegar is also absent, together wish his basilisk-in-a-cloaked-cage.

Wait, Knotcromancer? It’s complicated. In my games a lot of casters tend to study a field of magic but also necromancy, for obvious reasons: it’s a very concrete, god-of-the-flesh, effective, if totally unsubtle school, so its perfect for those adventury shit-hits-fan, make-or-break times.

But Cailan is not like that. Cailan is a necromancer that is totally ashamed of being a necromancer, and never admits being one. So I started calling him Not-romancer. And he got progressively more and more funny (and by funny, I really mean creepy and weird yet hilarious) about his magic pet rope.

At any rate, how did Cailan get his magic rope? I make starting PCs roll on the Kata Kumbas Inheritance Tables. This is the Summoner/MU table:

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No game mechanics defined for at least half of these objects. Yes, you can get 4 geese or an axe that never misses its target or a plum shortcrust pie or a pet snake. Roll well.

So Spaturny got a Gnostic Gem of Healing (spend a mana to heal 1d6, once a day) and a Ring of the Sea Gods, while Cailan got a magic rope and a bottled metamorphic ectoplasm.

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58 it is

So it happens that Kailan has a bit of an easy trigger with magic and ends up always with no mana too soon. This is col because he’s forced to deal with what he has available, which in this case is an enchanted rope that can move as long as he holds it. So he used it to lazo treasures away from traps, rescue comrades fallen in deep waters, and so on. And treat it like a pet. Sam (Kailan’s player) feared he was pissing me off with this creative use, but it’s totally, totally fine, and when I groan and facepalm is because I’m surprised by the player creativity.

So Gary asked if I meant Notromancer or Knotromancer, and obviously it’s both.

So, here’s a first selection of Knotromancy spells. All have a 50′ long rope as target.

Sorcery School of Knotromancy

Brendan, don’t worry, they are not for the revised W&W.

  1. Rope Trick – you know that spell you throw the rope up and can climb and hide in a nook between dimensions able to host 1 person for sorcerer level? that one. You can also pull the rope in the nook.
  2. Tangle – like Entangle, but with a rope, affects only enemies. Victims are still slowed by the rope even if they save. Can be deployed with a glyph.
  3. Shuffle the Mortal Coils  – Ropes to “Snakes” that are actually still ropes: a rope per level, HD: 3, AC: 7[13], DMG: 1 tight squeeze, Special: after hitting either pin or constrict for 1d8 damage. Each rope has a 5% chance per sorcerer level of being a deadly rope, and when constricting the victim must save vs death/paralysis or die. The spell can be reversed and make real snakes into ropes, splicing them together if needed, permanently. I’m going to remind you that permanent spells can be dispelled.
  4. Stupendous Strand – a held rope can be completely controlled in its motion and can be made incredibly rigid and impervious to damage. In combat can trip/disarm/whip as a magic whip +1.
  5. How Long is a String? – for a turn the sorcerer can extend the rope up to 100 yards per sorcerer level. It’s not stretched nor elastic, the spell simply makes the rope longer (and shorter) as needed, and only when wanted. If still elongated at the end of the spell, the rope unravels into long, impossibly narrow and very weak fibres.
  6. Rope is Always Handy – the rope ties itself around the caster and acts as a third, mind-controlled yet semi-sentient, fully capable hand. Grants an extra attack.
  7. Bind, like the one from Diabolism but with Ropes – because you’re not a Coenobite.
  8. Cat’s Cradle – the sorcerer does some complicated figure-work with a rope, in a complicated yet silent spell cast over many rounds. In the first round, the sorcerer makes an opening, which has no effect. Every following round the sorcerer can elaborate the figure and either unleash the figure’s power or hold it to elaborate it into a different figure next round. The sorcerer knows an opening plus 2 figures per level (which can be openings). This is a tree with some of the possible figures: from a figure it’s possible to make figures tabbed within it; so from cradle, mattress, then candles, then either saw (which is terminal, and must be unleashed) or diamonds, then cat’s eye, etc.
    1. Opening A: opening, no power
      1. Open the Gate: unlocks and opens a door within 10′.
      2. Find the Owl: Detect Avian, 200 yards radius
      3. Dugout Canoe: the rope becomes a dugout canoe.
        1. Crab: the rope become a cranky crab: AC:1[18], 1HD per sorcerer level, ATK: claws 2x1d6. While hostile to the sorcerer’s enemies, its not friendly to the sorcerer either.
      4. Path to the Well: as the Find Water spell.
    2. Opening B: Opening, no power
      1. Fire Drill: seats a nearby thing on fire. Even people.
      2. What Will You Do?: as Confusion, lasts 1d3 rounds
    3. Cradle: opening, no power
      1. Mattress: up to 1 HD per sorcerer level must save or falls asleep.
        1. Candles: the rope shines bright light for 1 hour
          1. Manger: the rope becomes a meal for a person per sorcerer level
            1. Saw: a object or being of wood within 30′ is cut in twain.
            2. Diamonds: the rope looks and feels as if it’s made of pure gold strands.
              1. Cat’s Eye: the sorcerer can see in near-darkness as if it was in full daylight
                1. Fish in a Dish: if offering some food to someone, the reaction is automatically improved by 1 step (similar to Bewitch).
                  1. Hand Drum: terrifying noises make all enemies of lower level than the sorcerer flee if they fail a save.
                    1. Lucky Tea Kettle: it enchants a kettle of warm brew, enough for 3 people; if immedialtely drank, the drinker can reroll a die in the next hour.
    4. Index: opening, no power
      1. Fish: the rope become a fish friendly to the caster with AC:5[14], 1HD per caster level, and of proportionate size. It can be ridden by a human for each HD over 2.
        1. Pig: like Fish, but a pig.
        2. Frog: like Fish, but a frog.
        3. Dazzle: everyone within 20′ must save or stare at the rope. Bedazzled victims are freed when shaken or attacked

None of these spells have been playtested (except those that are inspired by other spells), so CAVEAT EMPTOR.

 

 

tinker2c_tailor2c_soldier2c_spy_poster1

Rub-a-D&D: butcher, baker, candlestick-maker, tinker, tailor, soldier, sailor: the Spy as a B/X class

Rub a dub dub,
Three fools in a tub,
And who do you think they be?
The butcher, the baker,
The candlestick maker.
Turn them out, knaves all three

 

The Spy: a full-shenanigans B/X class

Your butcher has always been a bit odd, and did not know the difference between sirloin and ribeye. The baker also, but for the opposite reason: he was honest and delivered always full-weight loaves. The candlestick maker gilting was great but the candlesticks were clearly not well lathed.

That’s because they were not tradesmen.

They were knaves.

They were competent spies under cover.

HP, Saves, hitrolls as clerics. Primary stat is Charisma.

Level XP Title
1 1250 butcher
2 2500 baker
3 5000 candlestick-maker
4 10000 tinker
5 20000 tailor
6 42500 soldier
7 70000 sailor
8 110000 Spy
9 160000 Spy-master
10 220000 Spy-master
11 440000 Spy-master
12 660000 Spy-master

Coverup: the Spy gets some basic training in whichever trade their title is. So level 1 spies get basic training as butchers. At level 2 as bakers. Level 3? Candlestick makers. The problem is that sometimes they are not that competent, but often it does not matter. So for expert tasks they get only a 3-in-6 chance of success modified by their reaction bonus: they might not do a great job, but they are great at selling themselves.

Three fools in a tub: spies in cities can locate another spy in 1d6 days and get useful something in exchange for something (material, contacts, information, safe haven, safe conduit are examples of what can be exchanged) if a successful reaction roll is made. Woe if the reaction roll fails.

Great Coverup: At level 8 they can either roll any of these rolls twice and pick the best result or have a 95% chance of coming up with a convincing reason, happenstance or coverup for the job not to be successful. For example having the workbench collapse, or the horse outside the shop to catch fire, or just mind tricks. Or, surely the best, they can convince you that you seriously do not need that gigot cop today, sausages will be better with turnips, or that, seriously Capitain, the mortar was somewhat cracked already.

Rogue Skills: use 1d6 Thieving, but starts with only 5 points. Gets 1 point per level gained. Or as a rogue of half their level, round up.

Agency: at level 9 Spies can set up an agency. They will attract 1d6 level 1 PCs per season, half of them spies, maximum one per Spy-master level. As they die, they will be replaced as long as the Spy-master does a good job of covering up their demise.

 

How I Hexcrawl

A friend asks how I hexcrawl.

Lega dei Baroni - Capolago

3 miles a hex map

This is how I hexcrawl:

First of all, determine the scale, both time- and space-wise. This is important because of how finely grained is your adventure and setting. I normally use 6 exploration turns per day, of 4 hours each. If 3 are not spent for downtime (camp and nosh), characters take some damage or penalty. My hexes are anything between 24 miles and 1 km (or 1000 yards). In general all these numbers are profoundly opinable but the procedures are based on my (mixed bag of) traveling, orienteering, navigation and sailing experience.

At dawn and evening, more or less frequently depending on whether you are exploring Scotland or a place with sensible, normal, non-crazy weather:

  1. Determine weather. I normally roll 1d6: low means weather is bad, high it’s clear. If you have a table for your campaign or season use that. Why weather? Bad weather means bad navigation and bad movement. If you have no idea, follow this table (GLoS is how far it allows you to see geographical features):
    1. horrible horizontal rain, GLoS 1/2 mile.
    2. rain, GLoS 1d3 miles
    3. fog, GLoS pretty much nothing
    4. cloudy and hazy, GLoS 2d6 miles
    5. sunny, GLoS 2d6x4 miles
    6. so sunny, taps aff, GLoS 4d6x4 miles. Roll again: on a 6, GLoS 4d6x8 miles

Then, each turn:

  1. determine line of sight. Fill in all the terrain types in hexes that the PCs can see. This is super-mega important, and please forget about all the bullshit about “how far can a character see at a given height” that you see every 2 months on the internet. In real life, unless you are by a very calm the sea with a super-clear weather, three things are going to impact on visibility in a much harsher way:
    1.  vegetation. If characters are in a forest, they don’t see any other hex unless they get on top of the canopy. And they won’t see much of anything unless it’s within a few hundred of feet, depending on growth. Chances are they won’t find any location in a forest hex unless they’re hunting for it or know where to find it. You can see forests probably miles away.
    2. weather. Fog and rain will reduce LOS to more or less nothing. Haze will often reduce LoS to 6 miles or less, which is convenient because it’s a hex for most of you people. With a crystal-clear weather you can spot mountains easily tens of miles away, possibly even a hundred. Corsica is visible from Monaco in the right conditions.Screen Shot 2016-08-02 at 23.25.57
    3. height and orography. Photons go in a straight line. Photons are magic, but don’t go through soil or rock. In general you’ll see every geographical feature around you unless the line of sight is blocked by other geographical features or shit weather or vegetation.
      • in flatland you can see forests from a few miles away. That’s convenient if you use 6 miles hexes. You’ll also see anything that borders it. You’ll also see all higher ground behind it (up to GLoS), and forests on it.

        2013-05-25 19.23.15

        Glen Coe is lovely

      • If you are on the hills, you can see all the hills around, plus the mountains, and you got some amazing line of sight on lower ground, unless it gets blocked by other high ground or weather.

        800px-Engadine

        good Los, but notice the haze

      • same for mountains. You can see forever from there. Except if the weather is horrible. Or other mountains block the line of sight. Or if the mountaintop is forested (been there, it’s incredibly annoying).
        800px-Liathach_from_Beinn_Eighe

        see forever, until Mr Haze starts being annoying

         

    4. Landmarks. You should have landmarks, because they ground the locations. volcanoes, humongous trees, lakes, pillars of golden light, lakes, mountaintop monasteries. Consider making them a smidgen more visible than they ought to, especially in really shit weather, so to give a sense of “yep we’re definitely going somewhere” and “yep i saw that monastery before” and “I thing they must have phat loot in that monastery” and “I really wish that monastery was within fireball range”. Landmarks attract PCs like magnets.
  2. Movement: now, let PCs move. 30 miles a day on paths for a small group of medieval people way fitter than your usual nerd is totally achievable, 15-20 on hilly ground (cue the West Highland Way) and probably woods and generic broken-but-not-too-awful terrain , 5 for swamps. Horses add 60% movement on hills and plains. Mountains… it’s complicated. In general if you go in the valleys you can easily do 10-20, even 30, but going against the grain is a pain. And maybe not doable. Be generous and allow 6 miles, or 1d6-1 miles a day, and make horses save or die. In any case treat paths as not worse than 10 miles a day. At any rate, that’s the daily movement rate for 3 exploration turns (12 hours), so divide it by 3 to find out the miles per turn.
    As for rivers, I add anything between 1d4 and 1d20 miles as “cost” of crossing a river (find a ford, bridge or make a raft), depending on the size, weather, season and geography.
    Oh, in an unexplored forest characters not following a path will get lost and drift somewhat. Same for heavy rain or fog. Why? Navigation in these conditions is more or less impossible. Be inventive and exhilarating.
  3. encounters: you need to decide how trafficked and dense with bullshit the area is. The West Highland way, roll for a random encounter every hour. The road between Manchester and Liverpool, just roll encounters. There will definitely be peasants bringing produces to merchant towns and cities. Remote forested mountain valley, maybe roll twice a day. If you prefer you can have a flat chance (1-in-6 or 2-in-6) or have it varied. Make up your mind, this is very much the best way to characterise your wilderness: wilderness encounters have meaning. Wolves have meaning. Goblin hunting parties have meaning. That dragon you see flying over your head has meaning. You’re invading their turf. They will eat your face. Add also a “edible” encounter so characters can fight for forage: I found out hunting in RPGs is really, really fun for my players.
    The encounter will happen at a distance depending on the line of sight. Just remember that it gets hard to understand that a person is a person after less than a mile. Also, ambushes happen all the time.

That’s it. Rinse and repeat until you reach your destination or all PCs die.

Mageblade: Wealth & Allowance

Adventurers need to replace or acquire adventuring items such as spikes, rope and arrows pretty much after every expeditions. When the loot is small, deciding where to allocate that wealth is interesting, but after a couple of adventures, if the adventurer survives, they’ll hopefully be flush with cash. And at that point, where’s the interesting decision in spending 1 or 2 coins on a rope or a crowbar?

To avoid accounting too much for all these small things, Mageblade introduces the Allowance. If the party acquired a non-negligible amount of wealth, the Allowance lets each PC refill or buy some items for free before their next foray. The initial version of the rule is that the total allowance for each character is 5% of the character’s wealth, with a maximum of 1d6 objects.

For example: Timmy, a character with 100 coins, between adventures has an allowance of 5 coins which can spend on 1d6 objects. Rolling a 4 they buy 6 torches (1c),  a pole (1c) and a bundle of 20 arrows (2c): they’d have another item to buy, but they ran out of money.

Another example: Zurgo the Zauberer, owning 10000 coins in gems and gold, has an allowance of 500c. Rolling a 3 they buy a heavy armour for a henchman (400c) and 3 vials of blessed water (2 x 25c): they’d have another 50c but they ran out of items.

The second version of the rule, the one we are going to playtest is:

If you got treasures in your last foray, you get 1d4 objects for free, their cost depending on your wealth.

PC’s Wealth Tier Object Max Item Cost
nothing 0 no freebies for you! 0
50c 1 1d4 tier 1 objects 1c
150c 2 1d4 tier 2 objects 3c
500c 3 1d4 tier 3 objects 10c
2500c 4 1d4 tier 4 objects 50c
20000c 5 1d4 tier 5 objects 400c

What about bundled consumables, like torches, arrows, pythons? If you have not completely run out of these, a single item will restock them.

Is this going to break the game? not really, it would take 20 adventures with no loot whatsoever for the character to dilapidate their wealth.

Why rolling? to give them a decision: they can still buy things and spend money, but the whole which free swag are you going to get this adventure is just too attractive not to think about.

Why not handwaving it? because it requires GM headspace, while a small subsystem where PCs get freebies after an adventure is a small and cute way to give stuff to players while minimizing downtime.

 

 

 

Mageblade: a new class

The Mageblade is a magic slayer with a wicked blade, a mystic bridging the arts of steel and magic. Most are trained by one of the Ordo Mysterii for years and released on secret missions, or on an journey of interior growth, or they left or escaped from the order, or for some other imperscrutable reason, often many of these reasons at the same time. They are relentless and, when using their athame, a magically bond blade, can clad themselves in steel, use spells and strike true.

The Mageblade is a new class in my MAGEBLADE game. They are somewhat inspired by clerics, and are part Lone Wolf with Kai powers, part sword saints, part mystics fighters.

What’s important about them, to me, is that they replace a cleric class that was straddled between casting, healing and fighting but plagued with a very weak faith element, despite the name. The Mageblade needs no devotion to the divine, but the lack of devotion to their Ordo Mysterii might prove lethal, as retribution for defectors and betrayers strikes hard.

This is the version for your Old School game, the MAGEBLADE version has slightly different mechanics. 

Mageblade – Old School

HP, Saves, Hitrolls, XP: as Cleric

Ironclad: Mageblades can use any weapon, armour and shield.

Athame: Each Mageblade has an athame, a mageblade. The athame is a magic blade (dealing 1d6 damage in melee), wrought from cold iron by the Mageblade, and then enchanted and bound in a week-long process. The athame is magic, but it is powerless when not wielded by its creator. Mageblades can deliver touch spells making an attack with the athame. Furthermore, athames have an important power:

  • Empower: Mageblades can empower their athame. This takes just an instant (so it can be part of a melee attack or a spell) and charges the blade with magic and makes it glow like a torch for 10 minutes. While the charge lasts the athame gains a +1 hit bonus, +2 at level 5, +3 at level 9. The Mageblade can discharge this energy to power a Blademagic: doing so drains the charge. Mageblades can empower once a day; if they want to empower they blade more times they can do so by spending any unused spell.

Blademagic: The Mageblade can discharge their empowered athame to activate one blademagic. This can be done as part of a melee attack, or just before casting a spell or doing another action. The blademagic usually lasts until the next dawn, unless specified. If a Mageblade activates a second blademagic while one is still active, the first automatically terminates, but they still have to empower the second separately to activate it. So it’s possible to, in a round, charge the athame, hit in melee, and discharge the athame to power a blademagic. Mageblades start knowing 1 blademagic and learn a new one at level 6 and one at level 12, with their availability depending on their Ordo Mysterii. This is a list of some sample blademagic:

  • Rend: the athame becomes a conduit for delivering raw power into wounds. After a successful hit roll the Mageblade can discharge the blademagic into the wound, dealing 1d6+1/2 level extra damage. This terminates the blademagic.
  • Bane: the athame is ensorcelled with energies antithetical to the essence of a specific type of being. The Mageblade adds focus also when dealing damage in melee to a type of enemy. There are multiple banes, and they must be learnt and activated separately: Undead Bane, Demon Bane, Animal Bane, Spirit Bane. Tales mention other banes (including Cephalopod Bane and Human Bane), but do not mention where to learn them.
  • Arc: the athame forms wide circles of lethal steel. The Mageblade can attack 3 different enemies in melee each round. Duration: 1 turn.
  • Dance: the athame is let into the air as it starts to dance, bob and spin mid-air. The athame can be set to attack a given close enemy: it attacks with a hit bonus equal to the PC’s focus, and has AC 5 [14]. If hit, it’s not damaged but loses its next attack. If it is not set to attack anybody, it blocks attacks giving +2 to the AC of the Mageblade. Duration: 1 turn.

Devotion: Mageblades can learn a single devotion, a ritual specific to their order. Each Devotion can be used by discharging their athame. Some sample devotions are, depending on the Ordo Mysterii:

  • Conflict Praxis Orders: Turn/Control Undead/Animal/Spirits/Demons: pick any one combination depending on how the Conflict Praxis order is aligned.
  • Blood Dragon Order: one of the Maenad Powers
  • Thaumagram Orders: one of the Dodecathaumagrams

Magic: Mageblades have some limited spellcasting ability. Depending on their Ordo Mysterii they either cast spells like a Magic User or a cleric of 2 levels less. Mageblades can cast spells in armour but only if they wield their athame. Mageblades do not automatically gain a spellbook or new Magic-user spells. If they cast Cleric spells they gain all cleric spells normally and their athame doubles as holy symbol.

Some orders, like the Thaumagram Orders, often eschew teaching blademagic to focus more on spellcasting: the Mageblade will not learn any blademagic, but can cast spells as Cleric of the same level.

 

 

Magia Nova: new spells, old spells

Here’s some new spells and some old spells and some in-between spells from Magia Nova. Each spell has an Art (like Cambio/Change or Creo/Create) and a form (Foco/Fire /Magic or Aria/Air/Spirit), so there are spells for all combinations for each level. You can see all level 1 spells in Grimorio da Tasca.

Developmentwise, it’s been complicated. Inspired by Ars Magica, I started with more Ars and more Forms, but then narrowed them down to 4 Arts and 4 Elements as I wanted to use mostly OD&D spells analogues from S&W Whitebox.

So, old spells just stay normal, but sometimes their wording is changed a bit, either to fit the short-form, or to make them fit the short form, or to fit the art-element frame, like this level 1 Creo Foco spell, made to replace Light:

Flame

Range: 120′. Duration: 1 h. + 10 min./lvl

The caster creates a flame big as a fist and bright as a torch, coming off target object. It does not need fuel and spreads like normal fire. The burning object deals 1d6 damage if used in melee.

Then there’s the “well, your annoyingly narrow focus is now more entertaining” category, level 2 Sento Aria (Aria also covers spells about spirits and illusion and ethereal stuff in general):

Pierce the Veil of Deception

Range: self. Duration: 1 h.

This caster can see what otherwise would be magically invisible or hard to see, like secret doors, invisible or ethereal beings. In addition they will sense that there’s something wrong while exposed to other types of illusions and phantasms.

Pierce the Veil of Deception is here to replace and extend Detect Invisible, with a better name. Then, as the framing is for 108 spells there’s the”just new spells”, as the grids were gappy, so a level 2 for Creo Aqua (Create Water, which also covers life):

Life Ebullient

Range: touch. Duration: 1 h.

The subject creature becomes engorged with bristling energy and either recovers all temporary da­mage or gains 2d4+2 temporary hits.

Two spells did not fit in the grid, but:

  • you either won’t miss Magic Missile because you hate it, or you’ll use Maleficence rules that let you shoot noxious effects.
  • Move Earth got moved to level 5 and merged with Rock to Mud, into this new level 5 Cambio Terra (Change Earth) spell here, which fits into the “in-between”:

Bind the Hills

Range: touch. Duration: 1 h.

The spell alters orology, moving earth, hills, mountains at 6 feet/minute: when the spell ends the earth stops moving. The spell can also alter earth, stone and mud into each other, but this change changes to normal after 3d6 days.

There are also 2 more spells that don’t fit: Summon Elemental and Animate Dead. but those have some special rules themselves.