11.19 Terramancy

Manipulate earth to crush foes.

Special Rules: Some spells from this mystic sphere are more effective if you or the target are grounded.

11.19.1 Cantrips

Rocky Carapace

Standard action

Tags: Earth, Manifestation, Swift

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You briefly are steeled (immune to crits) and gain a +2 bonus to your Armor defense.

11.19.2 Rank 1 Spells

Desperate Stoneskin

Standard action

Tags: Attune, Earth, Manifestation

Rank 1

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Whenever you use the total defense or recover ability, you can activate this ability. If you do, your body becomes covered in stone for the rest of the round, and this ability is dismissed. This makes you fortified (+2 Brawn, Fort, Ment) and steeled (immune to crits). This is a Swift effect, so it protects you from attacks during the current phase.

Earthcraft

Standard action

Tags: Earth, Attune (target)

Rank 1

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Choose yourself or an ally within Medium (60 ft.) range.

This spell creates up to two weapons, suits of body armor, or shields from a Large or smaller unattended body of earth or stone within 5 feet of you. The body targeted must be at least as large as the largest item you create. You can create any weapon, shield, or body armor that you are proficient with, and which would normally be made of metal. It is sized appropriately for the target, up to a maximum of a Medium size item. The items appear in your hand or on the ground at your feet.

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Rank 2: If you create body armor or a weapon, it can be created from any special material other than cold iron, dragonscale, and dragonfang (see Armor Special Materials, and Weapon Special Materials). The rank of the special material cannot exceed your spellcasting rank with this spell.

Earthen Anchor

Standard action

Tags: Attune, Earth

Rank 1

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You are immune to push, fling, and teleport effects from attacks, unless the effects come from an attack that scores a critical hit. In addition, you are always considered either grounded or not grounded, whichever is more beneficial for you.

For example, you would not take damage from the earthquake spell. You must still stand on appropriate materials for effects like rock throw which require a specific type of grounding.

Earthen Shield

Standard action

Tags: Earth

Rank 1

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Choose yourself or an ally within Medium (60 ft.) range. The target must be grounded. It is briefly shielded (+2 Armor and Ref). If it moves from its location or stops being grounded, this effect immediately ends. Because this is a Swift ability, it affects attacks against the target during the current phase.

Rock Throw

Standard action

Tags: Earth, Manifestation

Rank 1

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Make an attack vs. Armor against something within Short (30 ft.) range. You gain a +2 accuracy bonus if you are grounded on stone.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 1.

Rockshard Blast

Standard action

Tags: Earth, Manifestation

Rank 1

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Make an attack vs. Armor and Reflex against everything in a Small (15 ft.) cone from you. You gain a +2 accuracy bonus if you are grounded on stone.

Hit: 1d10 damage + half power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 1.

Steelskin

Standard action

Tags: Attune, Earth, Manifestation

Rank 1

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You are steeled (immune to crits). At the end of each round, if you are injured, this effect is suppressed. When you stop being injured, this effect is immediately resumed.

Stonefist

Standard action

Tags: Attune, Earth, Manifestation

Rank 1

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You gain a stonefist natural weapon that replaces one of your free hands. The weapon deals 1d10 bludgeoning damage and has the Impact and Resonating weapon tags (see Weapon Tags).

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You encase one of your arms in a mighty stone bulwark, empowering it to crush your foes with sheer brute force.

Stoneskin

Standard action

Tags: Attune, Earth, Manifestation

Rank 1

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You gain a +3 enhancement bonus to your durability. However, you also take a -1 penalty to your Reflex defense.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

11.19.3 Rank 2 Spells

Boulder Heave

Standard action

Tags: Earth, Manifestation

Rank 2

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When you cast this spell, you create a boulder in midair above your space and choose a target within Medium (60 ft.) range. If the area above you is occupied, this spell fails without effect. During your next action, if that target is still within Medium (60 ft.) range, make a reactive attack vs. Armor against it. Otherwise, the boulder disappears and this spell is wasted.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 2.

Earthbind

Standard action

Tags: Earth

Rank 2

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Make an attack vs. Brawn against up to two creatures within Medium (60 ft.) range that are no more than 60 feet above a stable surface that could support their weight. You gain a +2 accuracy bonus if you are grounded on stone.

Hit: As a condition, the target is pulled towards the ground with great force, approximately doubling the gravity it experiences. It is unable to use any fly speed or glide speed, and its jump distance is halved. All falling damage that it takes is doubled. Standing up from a prone position costs its full speed rather than only half its speed.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Personal Gravitation

Standard action

Tags: Attune, Earth

Rank 2

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Once per phase, while you are within 5 feet of an unattended object at least one size category larger than you, you can adjust your personal gravity as a free action. When you do, gravity pulls you towards that object instead of in the normal direction. This allows you to walk normally on walls or even ceilings.

Whenever you change the direction that gravity pulls you, you must make a difficulty value 10 Balance check to keep your feet. Failure means you fall prone (half speed, -2 Armor and Ref) and your movement for that phase ends.

Rippling Earthwave

Standard action

Tags: Earth

Rank 2

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Make an attack vs. Brawn against all Large or smaller grounded enemies in in a Medium (30 ft.) cone from you.

Hit: The target is knocked prone (half speed, -2 Armor and Ref).

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The attack’s accuracy increases by +1 for each rank beyond 2.

Stoneward

Standard action

Tags: Earth

Rank 2

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If you are grounded on stone, you are briefly braced (+2 defenses) and steeled (immune to crits).

Tremor

Standard action

Tags: Earth

Rank 2

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The earth shakes in a Medium (30 ft.) radius zone from your location. Make an attack vs. Brawn and Reflex against everything in the area that is grounded. During your next action, this effect repeats in the same area.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

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You crack the earth around you, shaking everyone violently.

Tremorsense

Standard action

Tags: Attune, Earth

Rank 2

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You gain tremorsense with a 60 foot range, allowing you to sense your surroundings without light (see Tremorsense). If you already have tremorsense, the range of your tremorsense increases by 60 feet.

Wall of Stone

Standard action

Tags: Barrier, Earth, Manifestation, Sustain (attuneable, minor)

Rank 2

Cost: You briefly cannot use this ability or any other Barrier ability.

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You create a Small (15 ft. long) wall of stone within Short (30 ft.) range. Every square of the wall must be grounded. Nothing can pass through the wall until it is destroyed.

The wall has hit points equal to three times your power, and is destroyed when its hit points become negative. If the entire wall is directly supported by stone, its hit points are doubled.

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Rank 4: The wall’s hit points increase to four times your power.

Rank 6: The wall’s hit points increase to five times your power.

11.19.4 Rank 3 Spells

Crushing Gravity

Standard action

Tags: Earth

Rank 3

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Make an attack vs. Brawn against a grounded creature or object within Medium (60 ft.) range. You gain a +1 accuracy bonus for each weight category by which the target is heavier than Medium.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 3.

Earthglide

Standard action

Tags: Earth, Sustain (attuneable, standard)

Rank 3

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You gain a slow burrow speed. This does not allow you to breathe while inside the earth, so your ability to traverse long distances may be limited.

Earthspike

Standard action

Tags: Earth, Manifestation

Rank 3

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Make an attack vs. Armor and Reflex against one creature in Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

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The damage increases by 2d6 for each rank beyond 3.

Mass Stonefist

Standard action

Tags: Earth, Attune (target)

Rank 3

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This spell functions like the stonefist spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Meld into Stone

Standard action

Tags: Earth, Sustain (attuneable, standard)

Rank 3

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You and up to 100 pounds of nonliving equipment meld into one stone object you touch that is at least as large as your body. If you try to bring excess equipment into the stone, the spell fails without effect.

As long as the spell lasts, you can move within the stone as if it was thick water. However, at least part of you must remain within one foot of the place you originally melded with the stone. You gain no special ability to breathe or see while embedded the stone, and you cannot speak if your mouth is within the stone. The stone muffles sound, but very loud noises may reach your ears within it. If you fully exit the stone, this ability is dismissed.

If this spell ends before you exit the stone, or if the stone stops being a valid target for the spell (such as if it is broken into pieces), you are forcibly expelled from the stone. When you are forcibly expelled from the stone, you take 4d8 bludgeoning damage and become stunned (-2 defenses) as a condition.

Volcano

Standard action

Tags: Earth, Manifestation, Sustain (minor)

Rank 3

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You create a volcano at a grounded location within Short (30 ft.) range. The area affected by the volcano increases over time. It affects a Small (15 ft.) radius zone in the first round, a Medium (30 ft.) radius in the second round, and a Large (60 ft.) radius in all subsequent rounds. Any effect which increases or changes this spell’s area affects all of its areas equally, not just the area in the first round. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against everything in the area.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 3.

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You create a small volcano that showers everything nearby in burning shrapnel.

11.19.5 Rank 4 Spells

Earthen Fortification

Standard action

Tags: Earth, Manifestation, Sustain (attuneable, minor)

Rank 4

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You construct a fortification made of packed earth within Medium (60 ft.) range. This takes the form of up to ten contiguous 5-foot squares, each of which is four inches thick. The squares can be placed at any angle and used to form any structure as long as that structure is stable. Since the fortifications are made of packed earth, their maximum weight is limited, and structures taller than ten feet high are usually impossible. A typical Large wall made of earth has 50 hit points, 5 hardness, and a Sunder DV of 20.

The fortifications form slowly, rather than instantly. The structure becomes complete at the end of the next round after this spell is cast. This makes it difficult to trap creatures within structures formed.

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Rank 6: You can also construct fortifications from stone. This makes them more resistant to attack and allows the construction of more complex structures. A typical Large wall made of stone has 50 hit points, 10 hardness, and a Sunder DV of 25.

Fall to Earth

Standard action

Tags: Earth

Rank 4

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This spell functions like the earthbind spell, except that you gain a +2 accuracy bonus for each weight category by which the target is heavier than Medium. This accuracy bonus is doubled if the target is not grounded.

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The attack’s accuracy increases by +1 for each rank beyond 4.

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The heavier they are, the harder they fall.

Mass Earthen Anchor

Standard action

Tags: Earth, Attune (target)

Rank 4

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This spell functions like the earthen anchor spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Meteor

Standard action

Tags: Earth, Manifestation

Rank 4

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When you cast this spell, you choose a Small (15 ft.) radius, 60 foot tall cylinder-shaped zone within Medium (60 ft.) range. The bottom of the area must be grounded, and you must have line of sight and line of effect to both the top and bottom of the area. This means you cannot cast this spell in tight tunnels.

A meteor appears at the top of the area. Creatures can generally identify what area the meteor will fall into with a DV 10 Awareness check. During your next action, the meteor crashes into the ground, and you make a reactive attack vs. Armor and Reflex against everything in a Medium (30 ft.) radius of your chosen location. Creatures under overhanging structures may have cover from the attack or be entirely excluded from the effect based on their location.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

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The damage increases by 2d6 for each rank beyond 4.

Mighty Rock Throw

Standard action

Tags: Earth, Manifestation

Rank 4

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Make an attack vs. Armor against something within Short (30 ft.) range. You gain a +2 accuracy bonus if you are grounded on stone.

Hit: 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Rockshard Blast

Standard action

Tags: Earth, Manifestation

Rank 4

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Make an attack vs. Armor and Reflex against everything in a Medium (30 ft.) cone from you. You gain a +2 accuracy bonus if you are grounded on stone.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Tremorsight

Standard action

Tags: Attune, Earth

Rank 4

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You gain tremorsight with a 30 foot range, allowing you to see your surroundings without light (see Tremorsight). If you already have tremorsight, the range of your tremorsight increases by 30 feet.

11.19.6 Rank 5 Spells

Distant Personal Gravitation

Standard action

Tags: Attune, Earth

Rank 5

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This spell functions like the personal gravitation spell, except that the maximum distance from you to the object increases to 30 feet. This can cause you to take falling damage.

Draw Upon The Deepest Earth

Standard action

Tags: Earth

Rank 5

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If you are grounded on stone, you are briefly braced (+2 defenses) and maximized (deal max damage). However, your movement speed is also briefly halved.

Mighty Tremor

Standard action

Tags: Earth

Rank 5

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The earth shakes in a Medium (30 ft.) radius zone from your location. Make an attack vs. Reflex and Brawn against everything in the area that is grounded. During your next action, this effect repeats in the same area.

Hit: 1d8 damage + power, and the target falls prone (half speed, -2 Armor and Ref).

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

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You crack the earth around you, shaking everyone violently.

Solid Earthglide

Standard action

Tags: Earth, Sustain (attuneable, standard)

Rank 5

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You gain a slow burrow speed. Unlike most burrow speeds, this burrow speed also allows you to pass through solid stone. This does not allow you to breathe while inside the earth or stone, so your ability to traverse long distances may be limited.

11.19.7 Rank 6 Spells

Massive Wall of Stone

Standard action

Tags: Barrier, Earth, Manifestation, Sustain (attuneable, minor)

Rank 6

Cost: You briefly cannot use this ability or any other Barrier ability.

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This spell functions like the wall of force spell, except that the area increases to a Large (60 ft. long) wall within Medium (60 ft.) range, and its hit points increase to five times your power.

Mighty Crushing Gravity

Standard action

Tags: Earth

Rank 6

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Make an attack vs. Brawn against a grounded creature or object within Medium (60 ft.) range. You gain a +1 accuracy bonus for each weight category by which the target is heavier than Medium.

Hit: 1d8 damage plus 1d8 per 2 power, and any extra damage is doubled.

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The damage increases by 2d8 for each rank beyond 6.

Mighty Earthspike

Standard action

Tags: Earth, Manifestation

Rank 6

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Make an attack vs. Armor and Reflex against one creature in Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per power, and any extra damage is doubled.

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The damage increases by 4d6 for each rank beyond 6.

Mighty Stonefist

Standard action

Tags: Attune, Earth, Manifestation

Rank 6

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This spell functions like the stonefist spell, except that the damage dealt by the weapon increases to 2d6, and it gains the Impact weapon tag (see Weapon Tags).

Mighty Volcano

Standard action

Tags: Earth, Manifestation, Sustain (minor)

Rank 6

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This spell functions like the volcano spell, except that the damage increases to 1d6 damage per 2 power.

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The damage increases by 1d6 for each rank beyond 6.

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You create a small volcano that showers everything nearby in burning shrapnel.

Rapid Earthglide

Standard action

Tags: Earth, Sustain (attuneable, standard)

Rank 6

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You gain an average burrow speed. This does not allow you to breathe while inside the earth, so your ability to traverse long distances may be limited.

Twinned Earthen Shield

Standard action

Tags: Earth

Rank 6

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Choose up to two creatures from among yourself and your allies within Medium (60 ft.) range. Each target must be grounded. Each is briefly shielded (+2 Armor and Ref). If a target moves from its location or stops being grounded, this effect immediately ends on it. Because this is a Swift ability, it affects attacks against each target during the current phase.

11.19.8 Rank 7 Spells

Earthquake

Standard action

Tags: Earth

Rank 7

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The earth shakes in a Large (60 ft.) radius zone from your location. Make an attack vs. Reflex and Brawn against everything in the area that is grounded. During your next action, this effect repeats in the same area.

Hit: 1d6 damage per 2 power, and the target falls prone (half speed, -2 Armor and Ref).

Miss: Half damage.

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You crack the earth around you, shaking everyone violently.

Gravity Well

Standard action

Tags: Earth, Sustain (attuneable, minor)

Rank 7

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You create an area of intense gravity in a Medium (30 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Brawn against all enemies in the area.

Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).

Intense Earthbind

Standard action

Tags: Earth

Rank 7

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This spell functions like the earthbind spell, except that as part of the same condition, the target is also slowed (-10 speed, -2 Armor and Ref) while it is injured. At the start of each round, the target can make a DV 10 Strength check. Success means that it stops being slowed during that round.

Mighty Meteor

Standard action

Tags: Earth, Manifestation

Rank 7

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This spell functions like the meteor spell, except that the damage increases to 1d6 damage plus 1d6 per power.

Swallowed by Earth

Standard action

Tags: Earth

Rank 7

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Make an attack vs. Reflex and Brawn against all Large or smaller grounded enemies in a Small (15 ft.) radius in Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power, and the target is briefly slowed (-10 speed, -2 Armor and Ref).

Injury: If the target was already slowed by this ability, it is also swallowed by the earth as a condition. While it is swallowed by the earth, it does not have line of sight or line of effect to any creature other than itself. During each of your subsequent actions, it takes 1d6 damage plus 1d6 per 2 power as the earth grinds it into paste.

The target can remove this condition by making a difficulty value 12 Strength check as a standard action. If the earth or stone it is swallowed by is destroyed or otherwise rendered unable to contain the creature, this ability is dismissed. When this effect ends, the target reappears in the closest unoccupied space to where it was swallowed by the earth. Some effects such as teleportation can also remove the target from the fissure, which also ends the condition.

Critical hit: All instances of damage are doubled, not just the initial damage.

Miss: Half damage.

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You open up a rift in the ground that swallows and traps a foe.