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Earth Nature Package

From Titan's Teeth

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Earth Package

Subsphere link

Bury

(concentration, requires sand)

You shift the sands, swallowing targets within a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This functions as entangle from the plantlife package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to Suffocate until they escape.

Dust Storm

(concentration, requires sand or loose dirt)

You kick up sand or dirt within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Tremor

(instantaneous, requires dirt or stone)

You may spend a spell point to send a tremor through the ground, affecting a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This makes a trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using sphere effects) and you cannot be tripped in return for failing this check.



Base Talents


Nature Talents (Earth)

You must possess the earth geomancing package to gain these talents.

Flying Debris

When you use the tremor ability, creatures who are flying up to 10 ft per caster level over the affected area must make a Fly check whose DC is equal to your combat maneuver check or fall to the ground.

This fall does not cause falling damage, but does cause them to be affected by the tremor when they land.

Forge Earth

(geomancing)

As an instantaneous effect, you may spend a spell point to alter the ground within a 5 ft + 5 ft per 5 caster levels radius area within range.

You may raise or lower the terrain up to 5 ft + 5 ft per 5 caster levels, and may create variants within the affected area such as summoning a small wall or creating gradients and stair effects.

You cannot both raise and lower the terrain with the same use of this ability and cannot create variants in anything smaller than 5 ft squares (i.e., you cannot create 1 ft diameter holes or create a spike of earth).

Targets within this area are not damaged by falling if you lower the terrain, and climbing up the edges of lowered terrain usually requires a DC 15 Climb check.

Speak with Stone

(spirit)

You may spend a spell point to speak with stones for 1 minute per caster level.

This is not truly accompished through speach, but rather by touching a stone you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers by, but not more detailed information (the names or conversations of passers by, for instance).

You can speak with both natural or worked stone.

Spikestones

When using tremor, you may have the shaken earth create stalagmite-like formations which last 1 round.

Whenever a creature steps onto an affected square, make a touch attack roll against the target using your caster level as your attack bonus.

If successful, the target suffers damage equal to 1/2 your caster level (minimum 1) which overcomes DR/magic. Any target damaged by the spikes has its speed reduced by half because its foot is wounded.

This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing.

A charging or running creature must immediately stop if it enters a square with a spike.

Any creature moving at half speed can pick their way through the spikes without trouble.

Stoneskin

(spirit)

You may spend a spell point as a standard action to gain DR/adamantine equal to 1/2 your caster level for 1 minute per caster level.

Once this has absorbed damage equal to 10 per caster level, it immediately ends even if its duration has not expired.

Whirlwind

(geomancing)

You may create a vortex out of sand or loose dirt.

This is the same as a vortex made in water, except it travels over land.

A whirlwind must remain in contact with the ground at all times, and may not fly.


Advanced Talents


Nature Talents (Earth)

You must possess the earth geomancing package to gain these talents.

Earthquake

(geomancing)

Prerequisite: Forge Earth, 15th caster level or higher.

As an instantaneous effect, you may spend 3 spell points to create an earthquake, affecting an 80 ft radius area. The powerful shockwave created by this ability knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground cannot move or attack. A caster on the ground must make a Concentration check (DC 20 + 1/2 the caster level) or lose any spell or sphere effect he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area.

The specific effect of an earthquake depends on the nature of the terrain where it is created.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area who are below the falling debris and rubble.

Cliffs: The earthquake causes cliffs to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep.

At the end of the earthquake, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Suffocation rules in Pathfinder GameMastery Guide for more details).

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of this effect, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand.

After the earthquake ends, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check each minute thereafter until freed or dead, suffering 1d6 points of lethal damage for each failed save.