Earth

Earth is one of the prime elements; it is heavy, solid and sturdy. The Earth theme focuses on control and bludgeoning damage, with some protection and utility.

Maneuvers from the Earth theme focus on strength and power.

Spells from the Earth theme allow you to shape earth and stone, bind creatures to the ground, hurl rock, cause the earth to erupt, turn flesh into stone, create walls of rock, move through stone, animate solid rock, assume the form of earth, and cause earthquakes.

Power sources

Primal

Table of contents

Earth feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You have undergone extensive physical training to gain the following benefits:

  • You become capable, or proficient if you are already capable and are 5th level or higher, with the Athletics skill.
  • When you are prone, standing up uses only 1 meter of your movement.
  • You can make a running long jump or a running high jump after moving only 1 meter on foot, rather than 2 meters.

Prerequisites: Capable with the brawling weapon group

You are capable with improvised weapons and you can roll a d4 in place of the normal damage of your unarmed strike. If you are 5th level or higher, you become proficient with improvised weapons.

You have advantage on saving throws and skill checks to avoid being pushed, pulled, or knocked prone.

Prerequisites: The ability to cast at least one earth spell

You can harness the magical power of stone for your protection. When you expend mana to cast a spell, you can simultaneously use a strand of the spell’s magic to create an aegis on yourself that lasts until you finish a long rest. The aegis has health equal to your level + your spellcasting ability. Whenever you take bludgeoning, piercing, or slashing damage, the aegis takes the damage instead. If this damage reduces the aegis to 0 health, you take any remaining damage.

While the aegis has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana to cast a spell, the aegis regains an amount of health equal to the mana you expended.

You can move the aegis to another creature that you can touch or see within 5 meters as an action.

Once you create the aegis, you can’t create it again until you finish a long rest.

You are proficient with Linguistics (Terran) and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: Capable with at least one weapon group

Choose two weapon groups to become capable, or proficient if you are already capable and are 5th level or higher, with via the Weapons skill.

If you are a Monk, weapons in these groups are considered monk weapons for you if they lack the heavy and special properties.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one earth or sand spell

Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 5 meters, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Prerequisites: Proficient with chain, scale, or plate armor

While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.

You have a soak of 2 or your soak increases by 2 if you already have soak (up to 3 soak).

You can burrow through nonmagical, unworked, earth and stone with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

Earth concoctions

3 hours/catalyst

As an action, you can create a vial of liquid with pieces of rock suspended in it. A creature can drink the contents as an action so its skin takes on a rough, rock-like appearance for the duration. The creatures’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

5 minutes/catalyst

As two actions, you can create a vial liquid with rocky pieces suspended in it. A creature can drink the contents as an action to turns its flesh as hard as stone. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine.

Augment

Ironskin. You can expend 1 additional catalyst so the target has resistance to bludgeoning, piercing, and slashing damage.

Earth fighting styles

If your class or archetype has fighting styles, you can learn them.

Once on your turn when you use an action to make a weapon attack with an unarmed strike or monk weapon, you can make an additional unarmed strike.

If you are 6th level or higher, you can make an additional unarmed strike.

This cannot be used with the normal Two-Weapon Fighting rules.

When you roll damage for an attack you make with a melee weapon that you are wielding in two hands, you can roll one extra die of the weapon’s base damage dice and discard the lowest of the weapon’s base damage dice. The weapon must have the two-handed or versatile property for you to gain this benefit.

If you are 6th level or higher, you’ve also learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You use your Strength and a half instead of Strength for the damage rolls of melee weapons that you are wielding in two hands.

Earth maneuvers

As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack and take bludgeoning, piercing, or slashing damage from it, you halve the attack’s damage against you.

As a reaction, which you use when you make a skill check or a saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failure, a creature is knocked prone.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.

Earth spells

As an action, your skin transforms to be as hard as stone. You have a Soak of 2 or your Soak increases by 2 until the end of your next turn.

As an action, you can touch a piece of nonmagical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 2 kilos in weight, such as a dagger, sword, crowbar, or steel shield. This object remains in this form for the duration or until broken or destroyed, at which point it shrinks back to its original size and shape.

If you cast this spell multiple times, you can only cause up to two objects to grow, and you can dismiss such an effect on your turn (no action required).

At higher levels

The maximum weight of objects that the object can grow into with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

As an action, choose a portion of dirt or stone that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d10 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, you transform one of your hands into solid stone. Make a melee spell attack against the target.

On a hit, it takes 1d10 bludgeoning damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

After you make the attack, your hand returns to normal.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, you bombard an area with rocks. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, a pillar of stone bursts from a place on the ground that you can see within 20 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain that is twice as wide as its normal radius that lasts until the rubble is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

concentration, 1 minute/mana

As an action, yellow strips of magical energy lash out at a creature that you can touch or see within 100 meters which must make a Reflex saving throw.

On a failure, its flying speed (if any) is reduced to 0 meters for the duration. An airborne creature affected by this spell descends at 20 meters per round until it reaches the ground or the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, your skin turns as hard as stone. Until the start of your next turn, including against the triggering attack, choose one of the following options:

  • Roll a d4 and add the result to your Defense
  • You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine You can do so after the roll but before any effects of the roll occur.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana to instead become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid stone springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of stone that can be damaged and thus breached. It has 16 Defense and 80 Health. Reducing the dome to 0 health destroys it.

As an action, you pull earth and stone from the ground, forming a large boulder and hurl it at a creature or object within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

  • Hard Rock. You can expend 1 additional mana to make the boulder sturdy and hard. The boulder is a 1-meter-radius sphere with 5 Defense, 3 Soak, and 20 Health. On a failure, the boulder lands at the creature or object’s feet or in its space if it is pushed. On a success, the GM determines where the boulder lands. When reduced to 0 health, the rock crumbles into rubble as the ground in that area becomes difficult terrain until cleared which takes at least 1 minute to clear by hand.

1 minute/mana

As an action, you lift three small to medium rocks or similar earthen objects within 2 meters, causing them to float around you. Until the spell ends, the rocks move with you, shifting position. You can dismiss the rocks on your turn (no action required).

Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your rocks.

If you have three rocks, you must roll a 9 or higher to change the attack’s target to a rock. With two rocks, you must roll an 10 or higher. With one rock, you must roll an 11 or higher. A rock’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a rock, the rock is destroyed.

A rock can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three rocks are destroyed.

Augment

Orbital Defense. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a protective casing of stone surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, a giant stalagmite lances up out of the ground within 10 meters. A stalagmite is cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a stalagmite is created under a creature, it must make a Reflex saving throw.

On a failure, it takes 2d10 piercing damage and is knocked prone if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Stalagmites created by this spell persist. They can provide cover. A stalagmite has 12 Defense, 2 Soak, and 20 Health.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d10, increase the stalagmite’s Defense by 2, and increase the stalagmite’s Health by 15 for each additional mana expended.

  • You can create an additional stalagmite for each additional mana expended. Additional augments to the damage increase the damage by 1d10, increase the stalagmite’s Defense by 1, and increase the stalagmite’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one stalagmite, it can’t be knocked prone by other stalagmites from this casting of the spell.

As an action, a tremor ripples out from you along the ground. Each creature other than you on the ground in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 1d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Tremors. You can expend 2 additional mana so it deals no damage, but the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

concentration, 5 minutes/mana

As two actions, you call forth an earth elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an earth elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

concentration, 5 minutes/mana

As two actions, you become attuned to the earth around you. You gain a burrow speed of 5 meters and while you are underground, you gain a tremorsense of 5 meters for the duration.

If this spell ends while you are underground, you are trapped in the earth and begin suffocating.

1 minute/mana

As two actions, a Large hand made from compacted soil rises in an unoccupied space on the ground that you can see within 5 meters. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the hand up to 5 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Forceful Hand. The hand attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

On a success, it takes half as much damage.

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the hand if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interposing Hand. The hand interposes itself between you and a creature. The hand moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the hand’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the clenched fist option, push the creature an additional meter for the forceful hand option, and affect a creature of a larger size for each additional mana expended.

As two actions, a fountain of churned earth and stone erupts from a point on the ground within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The ground in the spell’s area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, small fissures continuously open and close on the ground in a sphere centered on a point within 20 meters for the duration. The fissures turn the ground into difficult terrain for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the fissures are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters. Any difficult terrain that is no longer in the fissures returns to normal.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so the duration changes to 1 hour/mana.

(ritual); 3 hours/mana

As two actions, you step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Augment

Stone Meld. You can expend 1 additional mana to change the duration to 5 minutes/mana. For the duration, you can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

concentration, 1 hour/mana

As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.

Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

5 minutes/mana

As two actions, you imbue a stone object or surface no larger than a sphere within 5 meters of you with limited sentience and animation, giving it the ability to communicate with you and follow your simple commands. You can question the stone about events within 5 meters of it that occurred within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by earth or stone within 5 meters of you into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where earth or stone are present into difficult terrain that lasts for the duration, causing fissures and unstable ground to hinder pursuers, for example.

For duration, you can speak and understand Terran and you are aware of any creatures within 5 meters of you that are merged with stone by the meld into stone spell. At your command, you can cause the stone to harmlessly expel such a creature, ending that spell.

As two actions, you touch a stone object of Medium size or smaller or a section of stone no more than 1 meter in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1 meter thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Augment

You can manipulate an object of 1 larger size (Large, Huge, and Gargantuan) and the section of stone by 1 meter in any dimension for each additional mana expended.

1 minute/mana

As two actions, your flesh turns as hard as stone. You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine for the duration.

Augment

You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

As two actions, choose a sphere twice as big as normal of stone or mud that you can see within 20 meters, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains until the spell is dispelled.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Movement through the ground is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.

On a failure, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Reflex saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 2 meters deep transforms into soft stone until the spell is dispelled. Any creature in the mud when it transforms must make a Reflex saving throw.

On a success, a creature is shunted safely to the surface in an unoccupied space.

On a failure, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a Difficulty 20 Brawn check or by dealing damage to it. The rock has 15 Defense, 2 Soak, and 25 Health, and it is immune to poison and psychic damage.

Augment

You can increase the damage from the mud falling by 2d6 for each additional mana expended.

concentration, 5 minute/mana

As two actions, a nonmagical wall of solid stone twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of stone that blocks line of sight. The wall can be damaged and thus breached. Each panel has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 10 meters starts to turn to stone. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it is slowed 1.

On a critical failure, it is slowed 2.

On a success, its slowed level is reduced by 1.

On a critical success, the effect ends.

The spell ends if the slowed level is reduced to 0. If the slowed level reaches 3, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration.

Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be entombed far beneath the earth in an air pocket that is just large enough to contain the target. Nothing can pass through the pocket, nor can any creature teleport or use planar travel to get into or out of it. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

concentration, 1 minute/mana

As two actions, you create a seismic disturbance at a point on the ground that you can see within 100 meters. For the duration, an intense tremor rips through the ground in a 20-meter radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Will saving throw.

On a failure, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Reflex saving throw.

On a failure, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 2d6 meters deep, 2 meters wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Reflex saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 75 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 health, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Reflex saving throw.

On a failure, it takes 10d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a Difficulty 20 Brawn check as an action to escape. The GM can adjust the Difficulty higher or lower, depending on the nature of the rubble.

On a success, it takes half as much damage.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick