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
Shape Earth |
Usage time: Standard action. | Earth |
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Choose one unattended, nonmagical body of earth or unworked stone you touch. You make a Craft check to alter the target (see Craft), except that you do not need any special tools to make the check, such as a shovel or hammer and chisel. The maximum damage resistance of a material you can affect with this ability is equal to your power.
Each time you cast this spell, you can accomplish work that would take up to five rounds with a normal Craft check.
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Rank 2: The amount of work you accomplish with the spell increases to one minute.
Rank 4: The amount of work you accomplish with the spell increases to two minutes.
Rank 6: The amount of work you accomplish with the spell increases to five minutes.
11.19.2 Spells
Earthen Anchor | Rank 1 |
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You are immune to knockback, push, 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.
Earthspike | Rank 1 |
Usage time: Standard action. | Earth, Manifestation |
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Make an attack vs. Armor and Reflex against anything within Medium (60 ft.) range that is grounded.
Hit: 1d6 damage +1 per 2 power. If the target loses hit points, it is slowed (half speed, -2 Armor and Ref) as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Rock Throw | Rank 1 |
Usage time: Standard action. | Earth, Manifestation |
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Make an attack vs. Armor against anything within Short (30 ft.) range. You gain a +2 accuracy bonus if you are grounded on stone.
Hit: 1d6 damage +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Rockshard Blast | Rank 1 |
Usage time: Standard action. | Earth, Manifestation |
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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: 1d6 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Rocky Shell | Rank 1 |
Usage time: Standard action. | Earth, Manifestation, Attune (deep) |
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You cover your body with two layers of rock that crumple when they take damage. The rock does not cover your joints, allowing you to move, though the shell increases your encumbrance by 2. Whenever you would take damage, you reduce that damage by 5, and one layer of rock is destroyed. When the last layer is destroyed, this ability provides no further benefit.
If you take simultaneous damage from more sources than you have remaining layers, the remaining layers apply to the largest damage sources, and you take full damage from any lower damage values.
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Rank 3: The damage reduction increases to 10.
Rank 5: The damage reduction increases to 20.
Rank 7: The damage reduction increases to 40.
Wall of Stone | Rank 1 |
Usage time: Standard action. | Barrier, Earth, Manifestation, Sustain (attuneable, minor) |
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You create a Small (15 ft. long) wall of stone within Medium (60 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. If the entire wall is directly supported by stone, its hit points are doubled. After using this ability, you briefly cannot use it or any other Barrier ability.
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Rank 3: You can choose to create a Medium (30 ft. long) wall instead.
Rank 5: You can choose to create a Large (60 ft. long) wall instead.
Rank 7: You can choose to create a Huge (90 ft. long) wall instead.
Boulder Heave | Rank 2 |
Usage time: Standard action. | Earth, Manifestation |
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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 an attack vs. Armor against it. Otherwise, the boulder disappears and this spell is wasted.
Hit: 1d8 damage +1 per power.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Earthbind |
Rank 2 |
Usage time: Standard action. | Earth |
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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range that is no more than 60 feet above a stable surface that could support its 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 | 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 surface 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.
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Rank 4: The maximum distance increases to 15 feet. This can allow you to pull yourself towards distant objects, though you may take falling damage if you fall too far.
Rank 6: The maximum distance increases to 30 feet.
Stonefist |
Rank 2 |
Usage time: Standard action. | Earth, Manifestation, Attune (target) |
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Choose yourself or an ally within Medium (60 ft.) range. The target gains a stonefist natural weapon that replaces one of its free hands. It uses the higher of your magical power and its own mundane power to determine its damage with strikes using the weapon (see Power). The weapon deals 1d10 bludgeoning damage and has the Long and Versatile Grip 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.
Fall to Earth | Rank 3 |
Usage time: Standard action. | Earth |
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Make an attack vs. Fortitude against anything within Medium (60 ft.) range. You gain a +1 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.
Hit: 1d6 damage +1 per power. If the target loses hit points, it cannot use any fly speed or glide speed as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 3.
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The bigger they are, the more heavily gravity pulls them to the ground.
Mass Earthen Anchor | Rank 3 |
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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.
Meld into Stone | 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 spell ends.
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.
Rippling Earthwave | Rank 3 |
Usage time: Standard action. | Earth |
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Make an attack vs. Reflex against all Large or smaller grounded creatures in in a Medium (30 ft.) cone from you.
Hit: Each 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 3.
Tremor |
Rank 3 |
Usage time: Standard action. | Earth |
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The earth shakes in a Medium (30 ft.) radius zone around you. When you cast this spell, and during your next action, make an attack vs. Reflex against everything in the area that is grounded.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 3.
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You crack the earth around you, shaking everyone violently.
Earthen Fortification | Rank 4 |
Usage time: Standard action. | Earth, Manifestation, Sustain (attuneable, minor) |
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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.
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.
Mass Personal Gravitation | 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.
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Rank 6: The maximum distance increases to 15 feet. This can allow the target to pull itself towards distant objects, though it may take falling damage if it falls too far.
Meteor |
Rank 4 |
Usage time: Standard action. | Earth, Manifestation |
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When you cast this spell, you choose a Medium (30 ft.) radius within Medium (60 ft.) range. A meteor appears high in the sky over that area, falling down towards it. During your next action, the meteor crashes into your chosen area, and you make an attack vs. Armor against everything in the area. If there is not at least fifty feet of open space above your chosen area, this spell fails with no effect.
Hit: 1d8 damage plus 1d8 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Rock Throw | Rank 4 |
Usage time: Standard action. | Earth, Manifestation |
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Make an attack vs. Armor against anything within Short (30 ft.) range. You gain a +2 accuracy bonus if you are grounded on stone.
Hit: 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Mighty Rockshard Blast | Rank 4 |
Usage time: Standard action. | Earth, Manifestation |
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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 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Quagmire | Rank 4 |
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Choose a Small (15 ft.) radius zone within Medium (60 ft.) range. All earth and stone in the area is softened into a thick sludge, creating a quagmire that is difficult to move through. The area becomes difficult terrain.
This does not affect objects under structural stress, such as walls and support columns. Affected objects retain their own fundamental structural integrity and do not blend with other objects. When the spell ends, affected objects regain their original shape, suffering no damage from their time spent softened.
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Rank 6: You can choose to affect a Medium (30 ft.) radius instead.
Crushing Gravity | Rank 5 |
Usage time: Standard action. | Earth |
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Make an attack vs. Fortitude against a grounded creature or object within Short (30 ft.) range. You gain a +1 accuracy bonus for each weight category by which the target is heavier than Medium.
Hit: 1d6 damage plus 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Earthglide | Rank 5 |
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You can move through earth and unworked stone at a rate of 10 feet per round. This does not allow you to breathe while inside the earth or stone, so your ability to traverse long distances may be limited.
Penetrating Earthspike | Rank 5 |
Usage time: Standard action. | Earth, Manifestation |
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Make an attack vs. Reflex against anything within Medium (60 ft.) range that is grounded.
Hit: 1d6 per 2 power. If the target loses hit points, it is immobilized (-4 Armor and Ref, cannot use movement speeds) as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Volcano |
Rank 5 |
Usage time: Standard action. | Earth, Manifestation, Sustain (minor) |
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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. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against everything in the area.
Hit: 1d8 damage +1 per power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
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You create a small volcano that showers everything nearby in burning shrapnel.
Intense Earthbind | Rank 6 |
Usage time: Standard action. | Earth |
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This spell functions like the earthbind spell, except that the target is also slowed (half speed, -2 Armor and Ref) as part of the same condition.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Massive Rippling Earthwave | Rank 6 |
Usage time: Standard action. | Earth |
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This spell functions like the rippling earthwave spell, except that the area increases to a Huge (90 ft.) cone.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Mighty Stonefist | Rank 6 |
Usage time: Standard action. | Attune, Earth, Manifestation |
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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). However, you can only target yourself.
Earthquake | Rank 7 |
Usage time: Standard action. | Earth |
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The earth shakes in a Large (60 ft.) radius zone around you. When you cast this spell, and during your next action, make an attack vs. Reflex against everything in the area that is grounded.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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You crack the earth around you, shaking everyone violently.
Meteor Swarm | Rank 7 |
Usage time: Standard action. | Earth, Manifestation |
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This spell functions like the meteor spell, except that you can choose up to four separate areas within Distant (120 ft.) range, creating one meteor per area. In addition, the damage increases to 2d8 damage plus 1d8 per power. Any individual creature can only be attacked by one meteor, even if it occupies multiple areas, and overlapping the areas has no benefit.
Rapid Earthglide | Rank 7 |
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You can move through earth and unworked stone at a rate equal to your base speed. This does not allow you to breathe while inside the earth or stone, so your ability to traverse long distances may be limited.
Swallowed by Earth | Rank 7 |
Usage time: Standard action. | Earth |
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Make an attack vs. Reflex against one Large or smaller grounded creature within Short (30 ft.) range. You gain a +2 accuracy bonus if the target is grounded on stone.
Hit: If the target has no remaining damage resistance, it is swallowed by the earth as a condition. While it is swallowed by the earth, it is paralyzed (cannot move) and 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 poweras the earth grinds it into paste. If the earth or stone it is swallowed by is destroyed or otherwise rendered unable to contain the creature, this effect ends. Special movement abilities such as teleportation can also remove the target from the fissure.
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You open up a rift in the ground that swallows and traps a foe.
11.19.3 Rituals
Earthcraft |
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 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.
If you create body armor or a weapon, it can be created from any special material other than cold iron and dragonscale. The item’s rank cannot exceed your spellcasting rank with this spell.
An item created with this spell functions like a normal item of its type.
This ritual requires one fatigue level from its participants.