Effect: Earth is used to create or remove Assets or Complications related to soil and stone. At higher ratings Earth can add a Asset to the scene that simulates a conjured 'Earth Elemental' creature of some sort that is under the character's control; these Assets can be added to subsequent dice pools to represent the summoned 'elemental' lending its aid to the character or their allies as relevant. At higher die ratings Earth can be used on reactions to avoid being harmed by some attacks, and to attack with.
At d4 Earth allows trivial control over a small volume of soil or stone at near-touch range; for instance digging a small hole in the earth, cracking a rock, making a dirty garment clean or a clean garment dirty, hardening mud enough to stand upon securely or cause a small patch of soil to turn to slippery mud.
At d6 Earth allows minor control over existing soil and stone or the creation of a small volume of soil or stone within the character's zone; for instance raising a pillar of rock, creating a sink hole or filling one in, opening a passageway through a stone wall.
At d8 Earth allows minor control over a larger area as well as more significant effects; for instance raising a wall of rock from the ground, shaping nearby Earth into semi-animated forms and controlling them, causing significant damage to structures made of stone or soil. This rating also allows Earth to be used on reactions against attacks where control over soil and rock may be helpful, and the summoning of a small 'minor Elemental' to aid the character and their allies as a Asset. Earth can also be used to take actions against other 'Elementals' and similar creatures where relevant.
At d10 Earth allows significant control over soil and stone over a very large area, capable of things like the generation of large amounts of stone, compressing minerals to create gems, causing earthquakes, and churning the ground within the area of control. This rating also allows Earth to be used as an attack as if it were the Ranged Ability, and the summoning of a 'major Elemental' or several small 'minor Elementals' to aid the character and their allies as a Asset.
At d12 Earth allows extreme control over soil and earth; pretty much anything related to controlling or creating dirt, stones, gems, or metals is on the table. Massive earthquakes and tectonic events such as creating or extinguising volcanos are possible. This rating also allows the summoning of a large 'Elemental lord' or several 'major Elementals' or a swarm of small 'minor Elementals' to aid the character and their allies as a Asset.
Common SFX: The Telesensory SFX can be taken to allow a character to share sensory information with one or more of their summoned 'elemental' minions.
Common Limits: Earth is sometimes paired with the Spell Components Limit to represent the necessity for mystic passes, incantations, and / or material components, but this is not required.
The Unelemental Limit can be applied to remove the ability to summon 'Elementals'.