Kryx RPGThemesMonsters

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

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals based from the earth you have advantage.

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

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

Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 9 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.

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.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Earth concoctions

4 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 + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

5 minutes/catalyst

As an action, 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 nonmagical bludgeoning, piercing, and slashing damage.

Augment

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

Earth maneuvers

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can make an additional attack roll against it without expending your action. If you hit, the creature takes bludgeoning damage equal to the stamina die + half your maneuver ability (rounded down).

Enhance

You can make an additional attack roll for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you crush the target’s skeletal structure. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

A 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 increase the damage for each additional stamina die expended and the slowed level by 1 for every other additional stamina die expended.

As a reaction, which you take when you make a Brawn check, you use brute force. You have a +2 bonus on the triggering Brawn ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Brawn ability check.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you debilitate the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target deals only half damage with weapon attacks for the duration.

A 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 increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can disorient the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn.

On a successful save the target takes half as much damage.

Enhance
You can enhance 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 target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a reaction, which you take when you miss a creature with a melee weapon attack, your weapon lands a glancing blow. The target takes damage equal to the stamina die of the same type as the weapon used.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals bludgeoning damage that you wield in two hands. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take bludgeoning damage equal to the stamina die.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you smash through armor and bone. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the attack’s damage ignores resistances.

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

  • Elder Mountain Hammer. You can expend 2 additional stamina dice so damage immunities are treated as damage resistances (not ignored).

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 3 meters straight toward a creature that is your size or smaller, you can attempt to roll over it. The target must make a Reflex saving throw.

On a failed save, the creature takes bludgeoning damage equal to the stamina die and you knock the target prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone and your speed becomes 0 until the end of your turn.

Enhance

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

As a bonus action when you hit an object or structure with a melee weapon attack that deals bludgeoning damage, you can smash it.

Add the stamina die to the attack’s damage roll and 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 take when you are hit by an attack, your skin toughens. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

  • Iron Bones. You can expend 1 additional stamina die to have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.

As a reaction, which you take when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Until the start of your next turn, including against the triggering ability check or saving throw, you have a +1 bonus to ability checks and saving throws to avoid being pushed, knocked prone, or grappled while you are not incapacitated.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, a tremor in the ground ripples out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature takes bludgeoning damage equal to half the stamina die and is knocked prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you knock the target out. The target must make a Fortitude saving throw.

On a failed save, add one stamina die to the attack’s damage roll and the target and is incapacitated for the duration.

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

Earth spells

As an action, your skin transforms to be as hard as stone. Until the end of your next turn, the first attack made against you has disadvantage on the attack roll and you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

1 minute

As an action, you can touch a piece of non-magical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 4.5 kilograms in weight, such as a 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.

1 minute

As a bonus action, you touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 18 meters. If someone else attacks with a pebble, that attacker adds your spellcasting ability, not the attacker’s, to the attack roll.

On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Augment

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you choose a portion of dirt or stone that you can see within 9 meters and that fits within a 1.5-meters 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 18 meters. On a hit, the target takes 1d8 bludgeoning damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters 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 as a bonus action.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you transform one of your hands into solid stone. Make a melee spell attack against one creature within 1.5 meters of you.

On a hit, the target takes 1d8 bludgeoning damage. After you make the attack, your hand returns to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

concentration, 1 hour/mana

As an action, you call forth an earth elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an earth elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 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.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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.

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

On a failed save, a creature takes 3d6 bludgeoning damage and is staggered until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t staggered.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended.

  • You can expend 1 additional mana so each creature who fails the saving throw is stunned until the end of its next turn.

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

On a failed save, a creature takes 3d4 bludgeoning damage and is knocked prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1.5-meters-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 3d4 for each additional mana expended.

  • Tremors. You can expend 1 additional mana so 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.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. Additional augments to the damage increase the damage by 2d4 for each additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

As an action, choose one creature that you can touch or see within 90 meters. Yellow strips of magical energy loop around the creature. The target must succeed on a Reflex saving throw or its flying speed (if any) is reduced to 0 meters for the spell’s duration. An airborne creature affected by this spell descends at 18 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 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack, 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:

  • You have a +2 bonus to Defense
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana to 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.

1 minute/mana

As an action, small fissures continuously open and close on the ground in a sphere twice as big as normal centered on a point within 18 meters and turns it into difficult terrain for the duration.

When the fissures appear, each creature standing in the area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

4 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 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, up to two pillars of stone burst from a place on the ground that you can see within 35 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.

A pillar has 5 Defense and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain with a 3-meters radius that lasts until the rubble is cleared. Each 1.5-meters-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 succeed on a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d8 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

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 and an additional pillar for every other additional mana expended.

concentration, 1 minute/mana

As an action, you choose a 1.5-meters-square unoccupied space on the ground that you can see within 9 meters. A Medium hand made from compacted soil rises there and reaches for one creature that you can touch or see within 1.5 meters of it. The target must make a Reflex saving throw.

On a failed save, the target takes 5d6 bludgeoning damage and is restrained for the spell’s duration.

On a successful save, the target takes half as much damage.

As a bonus action on each of your turns thereafter, you can cause the hand to reach for a different creature or to move to a different unoccupied space within 9 meters. The hand releases a restrained target if you do either. You can also cause it to crush a restrained target, which must make a Reflex saving throw. The target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, a restrained target can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target escapes and is no longer restrained by the hand.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, a fountain of churned earth and stone erupts from a point you choose on the ground within 35 meters. Each creature in a sphere centered on that point 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. Additionally, the ground in that area becomes difficult terrain until cleared. Each 1.5-meters-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.

(ritual); 4 hours/mana

As an action, 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 an action, choose a sphere of terrain twice as big as normal within 35 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 12-meters square, you can create a pillar up to 6 meters high, raise or lower the square’s elevation by up to 6 meters, dig a trench up to 6 meters deep, and so on. It takes 10 minutes for these changes to complete.

At the end of 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.

As an action, a giant stalagmite lances up out of the ground within 18 meters. A stalagmite is cylinder that has a diameter of 1.5 meters and a height of up to 3 meters. If a stalagmite is created under a creature, it must make a Reflex saving throw.

On a failed save, the target takes 8d8 piercing damage and is knocked prone.

On a successful save, the target takes half as much damage and can’t be knocked prone by other stalagmites from this casting of the spell.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d8 for each additional mana expended.

  • You can create an additional stalagmite for each additional mana expended and an additional stalagmite for every other additional mana expended.

As an action, you touch a stone object of Medium size or smaller or a section of stone no more than 1.5 meters 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 1.5 meters 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 1.5 meters in any dimension for each additional mana expended.

5 minutes/mana

As an action, this spell turns the flesh of a willing creature that you can touch or see within 18 meters as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Augment

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

As an action, choose a sphere twice as big as normal of stone or mud that you can see within 35 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. Each foot that a creature moves through the mud costs 1.2 meters of movement, 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 failed save, 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 3 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 successful save, a creature is shunted safely to the surface in an unoccupied space.

On a failed save, 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 DC 20 Strength check or by dealing damage to it. The rock has 15 Defense 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 an action, a nonmagical wall of solid stone twice as big as normal springs into existence at a point you choose within 35 meters. The wall is twice as long and thick as normal.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). 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 successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 6 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.

The wall is an object made of stone that can be damaged and thus breached. Each panel has 15 Defense and 30 Health per inch of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

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 an action, you attempt to turn one creature that you can touch or see within 18 meters into stone. If the target’s body is made of flesh, the creature must make a Fortitude saving throw.

On a failed save, it is slowed 2 as its flesh begins to harden.

On a successful save, the creature isn’t affected.

A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.

On a successful save, the slowed level is reduced by 1.

On a failed save, the slowed level increases by 1. The spell ends if the slowed level is reduced to 0. If the slowed level reaches 4, 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 9 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 an action, you create a seismic disturbance at a point on the ground that you can see within 90 meters. For the duration, an intense tremor rips through the ground in a 30-meters-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 Fortitude saving throw.

On a failed save, 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 failed save, 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 1d10 × 3 meters deep, 3 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 failed save, the creature takes 10d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Brawn check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble.

On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick