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Earth

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Nikolaj Rosgaard
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0% found this document useful (0 votes)
179 views14 pages

Earth

Uploaded by

Nikolaj Rosgaard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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O f the classic elements—air, earth, fire, and

water, earth is often the hardest to work into


the magic of a fantasy setting. The core roles of
other elements are easy to see—fire burns your foes
and grants light, air allows for flight and control
of the weather, and water allows ships to move
and wells to bring life to farms, plus is the secret
domain of sailors and merfolk. The easy uses for
these elements in magic are often quickly covered,
leading to the exploration of alternative uses. This
results in broader magic options that only loosely
relate to the most basic functions of air, fire, and
water. Scrying pools, holy flames, and killing vapors
are time-honored examples of drawing on those
three elements without having much to do with
real water, fire, or air. This kind of development is a
good thing, giving characters with strong elemental
themes a wide range of powers to choose from.
Because it is generally less dynamic in its natural
state, earth seems to have been given short shrift
when magic powers were being developed. While
the basic ideas of creating walls of metal and rock
or borrowing the durability of stone for personal
protection are common, few campaigns have the
expanded selection needed to make a rock-themed
spellcaster a viable and interesting option. The
Pathfinder Roleplaying Game expands the range of
earth magic some by adding a connection to acid
(see “Acidic Earth”, below), but this still leaves
earth with significantly fewer options than the other
elements. The Genius Guide to Earth Magic looks to
develop earth and stone magic, both by expanding
the applications for “typical” acidic earth magic
and by adding a new [stone] descriptor for spells
that deal damage using rocks as weapons.

1
While liquid acids are well known, and
Don’t Try This At Home! Acidic Earth
The connection between the element of have ties to the elemental plane of water,
A quick note we hope isn’t necessary. Acids earth and the alchemical damage type of acid there are also solid caustic materials with
and bases, alkali and caustic materials are very is not immediately obvious to those unstudied ties to the elemental plane of earth. These
real and can be quite dangerous. None are in alchemy and arcane knowledge. A brief include items such as lye (also known as
treated in a realistic or scientifically accurate explanation of the connection may be useful caustic soda)—a dry white material used
mannerin this product. All information is to those seeking to master the magic of stone. in soapmaking—and caustic potash (also
presented for entertainment value only, to What spellcasters and alchemists simply call known as alkali salt). The exact process by
be used in a fictional, fantasy-based setting “acid” is, in fact, a wide variety of caustic which these caustic solids burn and corrode
where magic is real. Don’t interact with any materials—materials able to burn, dissolve, or is not the same as many liquid acids, but the
acid or caustic material without professional corrode through chemical reaction. effect on material exposed to them is very
supervision. similar.
Thus there are two elemental sources
with which “acid” may be aligned. Black
dragons, for example, are tied to the element
of water and call forth a wet acidic breath
that is also linked to elemental. Sorcerers
with an elemental earth bloodline, however,
call upon the power of caustic salts and deal
acid damage with a connection to elemental
earth.
Despite the two different elemental and
alchemical sources of these caustic materials,
for purposes of spells they both qualify as
“acid” for game rule purposes.
Stone Descriptor Damage Rules
This book adds a new spell descriptor for
[stone] spells. This is considered a subset of
[earth] spells, and all spells with the [stone]
descriptor are considered [earth] spells as
well. Spells that have the [stone] designator
do not deal spell damage, instead the damage
they deal is treated as weapon damage.
Thus, spell resistance is not effective against
such spells and creatures immune to spells
(such as many golems) are still affected by
them.

2
Because [stone] spells are considered 5th-Level Cleric Spells 5th-Level Druid Spells
to do weapon damage, they are affected PummelF: Make one ranged attack a CrushF: Deal 5d10 weapon damage in a
by a creature’s Damage Reduction (if any). round, dealing 3d6 damage on a successful small area, and 5d4 in a larger area.
Each [stone] spell that does damage lists the attack. Earth Armor: Cover yourself in protective
effective material the spell is considered to Wall of Earth : Create a shapeable wall armor to gain +8 AC and temporary hit points.
M

be made of for purposes of penetrating DR. of earth. Iron WardenF: Summon one or more cold
Most act as either a magic weapon, silver, iron elementals.
6th-Level Cleric Spells
or adamantine. Despite the fact cold iron is Iron WardenF: Summon one or more 6th-Level Druid Spells
strongly tied to elemental stone, no magic
cold iron elementals. Ironhide, GreaterF: Grant target 75%
spell can duplicate the effects of cold iron negation of critical hits and sneak attacks.
and thus [stone] spells never deal damage DRUID SPELLS
as a cold iron weapon. 1st-Level Druid Spells 9th-Level Druid Spells
In all other regards, [stone] spells follow ClimbF: Grant a bonus to target’s Climb Wall of MithralM: 30 hp/3 caster levels, can
the normal rules for spells and spellcasting. checks and allow faster climbing. be shaped or toppled onto foes.
Damaging [stone] spells do not penetrate
2nd-Level Druid Spells SORCERER/WIZARD SPELLS
an antimagic shell as the summoned rock
Desiccate: Dry an ooze, making it 1st-Level Sorcerer/Wizard Spells
winks out of existence when hitting the shell
vulnerable to critical hits and sneak attacks. Abjuration
(much as summoned creatures do). [Stone]
Dust StormM: Create a 20-foot-radius Ironhide, LesserM: Grant target 25%
spells can be counterspelled normally.
area of concealment. negation of critical hits and sneak attacks.
Ironhide, Lesser : Grant target 25%
F
Ironpage: Give one scroll or valuable book
NEW SPELLS negation of critical hits and sneak attacks. the resilience of iron.
BARD SPELLS 3rd-Level Druid Spells 2nd-Level Sorcerer/Wizard Spells
1st-level Bard Spells Petrify: Make a cloth, leather, or wooden
Conjuration
ClimbM: Grant a bonus to target’s Climb item as hard as stone. Dust StormM: Create a 20-foot-radius area
checks and allow faster climbing. of concealment.
4th-Level Druid Spells
Ironpage: Give one scroll or valuable
Earthwalk: Send two creatures up to 10 HammerhandM: Cover your hands in stone,
book the resilience of iron. gaining a weapon attack that deals 1d8 points
miles/level through earth or stone.
2nd-level Bard Spells ExcavateF: Create a hole in earth or rock, of damage, +1 per 2 levels.
Dust Storm : Create a 20-foot-radius up to one 5-foot-cube per level.
M Evocation
area of concealment. Acid SaltM: Deal 1d3+1 points of acid
IronhideF: Grant target 50% negation of
critical hits and sneak attacks. damage over a large area.
CLERIC SPELLS Transmutation
3rd-Level Cleric Spells Wall of EarthM: Create a shapeable wall
Caustic Weapon: Cause a weapon to deal
Caustic Weapon: Cause a weapon to of earth. +1d6 acid damage.
deal +1d6 acid damage. ClimbM: Grant a bonus to target’s Climb
checks and allow faster climbing.

3
3rd-Level Sorcerer/Wizard Spells Conjuration Caustic weapon imbues the targeted weapon
Abjuration Iron WardenF: Summon one or more with a shimmering stone-like field which
IronhideM: Grant target 50% negation of cold iron elementals. grants the weapon a magic enhancement that
critical hits and sneak attacks. Wall of Caustics: Create a barrier of deals and additional +1d6 acid damage on
Conjuration caustic salt. each successful strike. (If the weapon is not
PummelM: Make one ranged attack a round, magical, it also counts as a magic weapon for
7th-Level Sorcerer/Wizard Spells
dealing 3d6 damage on a successful attack. purposed by bypassing DR for the duration of
Conjuration
Wall of EarthM: Create a shapeable wall of the spell.) This spell fails if cast upon a weapon
Wall of MithralM: 30 hp/3 caster levels,
earth. that already deals acid damage. It cannot be
can be shaped or toppled onto foes.
Transmutation cast on most natural weapons or a collection of
Desiccate: Dry an ooze, making it vulnerable
to critical hits and sneak attacks.
SPELLS ammunition, though it can be cast on a ranged
weapon, imbuing all missiles fired from the
Lye Field: Turn an area into difficult terrainAcid Salt weapon the additional damage for the spell’s
that deals acid damage. School: evocation [acid]; Level: sorcerer/ duration. It can be cast on the natural weapons
wizard 2 of a creature of the [earth] subtype.
4th-Level Sorcerer/Wizard Spells
Conjuration Casting Time: 1 standard action
Climb
Crush : Deal 5d10 weapon damage in a small Components: V, S, M (ground stone dust)
M
School: transmutation [earth]; Level: bard 1,
area, and 5d4 in a larger area. Range: long (400 ft. + 40 ft./level)
druid 1, sorcerer/wizard 1
Transmutation Area: cylinder (30 ft./level radius, 100 ft. high)
Casting Time: 1 standard action
ExcavateM: Create a hole in earth or rock, up Duration: instantaneous Components: V, S, M/DF (a claw from any
to one 5-foot-cube per level. Saving Throw: Reflex half; Spell Resistance:
creature with a natural climb rate)
Petrify: Make a cloth, leather, or wooden yes Range: touch
item as hard as stone. This spell creates a vast area of airborne Target: creature touched
5th-Level Sorcerer/Wizard Spells corrosive salts that deal 1d3+1 points of acid Duration: 10 minutes/level
Abjuration damage to creatures and objects. Saving Throw: none; Spell Resistance: yes
Ironhide Greater M: Grant target 75% Caustic Weapon (Harmless)
negation of critical hits and sneak attacks. School: transmutation [acid][earth]; Level: The subject gets a +5 enhancement bonus
Conjuration sorcerer/wizard 2 to all Climb checks and may move at his
RockslideM: Rain of stone deals 8d6 silver Casting Time: 1 standard action full movement rate with a successful Climb
and adamantine weapon damage in a cone. Components: V, S check (with no increase to the check’s DC).
Transmutation Range: touch The subject does not suffer any penalty to
Earthwalk: Send two creatures up to 10 Target: weapon touched his Climb check from armor or the weight
miles/level through earth or stone. Duration: one minute/level of equipment carried. It is worth noting that
6th-Level Sorcerer/Wizard Spells Saving Throw: Will negates (harmless, this spell can even be used on creatures who
Abjuration object); Spell Resistance: yes (harmless, normally can’t climb at all, such as horses.
Earth Armor: Cover yourself in protective object) The bonus increases to +10 at caster level
armor to gain +8 AC and temporary hit points. 9, and +15 at caster level 15.

4
Crush salt. This energy has little effect on most cuts
School: conjuration (creation)[stone]; Level: and injuries, but can seep into the ooze when
druid 5, sorcerer/wizard 4 it is struck by a particularly well‑placed or
Casting Time: 1 standard action deep blow, causing the ooze to dry out, flake
Components: V, S, M (a sling stone or bullet) and crack. This makes the ooze vulnerable
Range: long (400 ft. + 40 ft./ level) to critical hits and precision damage (such
Area: 5‑foot‑radius spread (see text) as sneak attack) for the duration of the spell.
Duration: instantaneous
Dust storm
Saving Throw: see text; Spell Resistance:
School: conjuration (creation)[earth]; Level:
no
bard 2, druid 2, sorcerer/wizard 3
This spell causes a massive stone boulder Casting Time: 1 standard action
to crash down into the spell’s area, making Components: V, S, M (a pinch of dust)
an attack roll of 1d20 + your caster level + Range: close (25 ft. +5 ft./2 levels)
your Wisdom or Intelligence bonus against Area: 20‑ft.‑radius‑spread
any creatures in that area. Targets struck Duration: one minute/level (D)
are dealt 5d10 bludgeoning damage. The Saving Throw: none; Spell Resistance: no
stone boulder then explodes, doing damage
A swirling mass of thick dust spreads
to everything within a 20-foot radius
out from the point you designate. This dust
(including creatures hit by the initial attack)
severely limits visibility, creates a constant
with the shrapnel. Creatures must make a
droning noise, and blocks scent, granting
Reflex save or suffer 5d4 slashing damage.
concealment against all senses (including
All damage dealt by this spell acts as a magic
special senses such as tremorsense) for
weapon for purposes of penetrating DR.
anything entirely within its area (but not to
DesicCate Large or bigger creatures and objects only
School: transmutation [earth]; Level: partially within the spell’s area). Creatures
sorcerer/wizard 3 with concealment gain a 20% miss chance
Components: V, S against successful attacks and can make
Casting Time: 1 standard action Stealth checks, as outlined in the normal
Range: close (25 ft. + 5 ft./2 levels) rules for concealment. This spell cannot
Target: one ooze be negated by high winds, and is fully
Duration: 1 round/level functional underwater.
Saving Throw: Fortitude negates; Spell You may choose to double the spell’s
Resistance: yes radius when cast, at the cost of reducing its
duration to one round/2 levels.
An ooze affected by a desiccate is
surrounded in a pale nimbus of mystic
energy imbued with the drying properties of
5
Earth Armor Earthwalk
School: abjuration [earth]; Level: druid 5, School: transmutation [earth]; Level: druid
sorcerer/wizard 6 4, sorcerer/wizard 5
Casting Time: 1 standard action Casting Time: 1 standard action
Components: V Components: V
Range: touch Range: long (400 ft. + 40 ft./level)
Target: creature touched Target: up to two creatures touched
Duration: 10 minutes/level or until Duration: instantaneous
discharged (see text) Saving Throw: no; Spell Resistance: no
Saving Throw: no; Spell Resistance: no
This spell allows you to send one or two
You cover the target in a thick layer of willing creatures touched from one location
earth with protruding spikes of harder with a large quantity of earth or stone to
rock, forming a protective barrier. The another such location within 10 miles/level.
Target gains a +8 armor bonus to AC, and You may be one of the creatures sent, or
1d4 temporary hit points per 2 caster levels not, as you prefer. The spell has no saving
(maximum 10d4). The armor reduces the throw because if the targets do not wish to
target’s movement as if he was in heavy be effected by this spell they automatically
armor (though this has no affect on characters resist it. The caster may send each target
whose movement is already reduced as a to the same location, or to two different
result of heavy armor), has a 20% arcane locations. Only two creatures, each with
spell failure, maximum Dexterity bonus to all the objects they are carrying up to their
AC of +1, and no armor check penalty. The heavy load, may be moved with this spell.
target functions as if wearing heavy armor The locations used as departure and
for purpose of special abilities. arrival points for this spell must have areas
While wearing the armor, the target can of exposed dirt, earth, rock or stone that
walk along any earth, stone or rock surface at least equals the volume of the creatures
as if it were flat (including up walls and sent. The rocky material need not be
across ceilings), and no rocky terrain ever natural—dungeon floors and city walls are
counts as difficult terrain. The target can viable locations. The departure and arrival
smash foes with his earthen limbs, which locations must be connected by a contiguous
attack, threaten foes, and deal damage as if volume of rocky material. This is almost
he was armed with a morningstar (but leave always the case for outdoor locations and
his hands free). If the target’s temporary hit stone buildings set on bedrock foundations.
point total is dropped to 0 or less, the spell The path of travel need not be a straight
ends. line—the spell can transport targets from
a beach area to an island by creating a
path beneath the ocean, but cannot reach a
6
treetop, boat, interior of a wooden building, with a single use of the spell, though such Iron Warden
or a castle floating on a cloud. things could be constructed by connecting School: conjuration (summoning)[earth]; Level:
Each target is instantly transferred from numerous smaller holes from multiple cleric 6, druid 5, wizard 6
your current location to any other spot the castings. Casting Time: 1 round
caster can see or has been to that qualifies Alternatively, you may also cast this Components: V, S, F/DF (a piece of cold iron)
as an arrival location. Travel does not leave spell on a creature of the earth subtype, as Range: close (25 ft. +5 ft./2 levels)
the material plane and is not hampered by a single-target spell. Rather than it’s normal Effect: one summoned creature
a dimensional anchor spell or similar magic. effect, the excavate deals 1d6 points of Duration: 1 round/level
damage (a successful fortitude save halves Saving Throw: none; Spell Resistance: no
Excavate the damage).
School: transmutation [earth]; Level: This spell functions as summon monster
sorcerer/wizard 4 Hammerhand VI, except as noted above and that always
Casting Time: 1 standard action School: conjuration (creation)[stone]; Level: summons a single Huge cold iron elemental
Components: V, S, M/DF (a trowel or any sorcerer/wizard 2 (see cold iron elemental under “New Options”
digging tool) Casting Time: 1 standard action for rules on cold iron elementals). If your caster
Range: close (25 ft. + 5 ft./2 levels) Components: V, S, M (a small stone) level is 14th or higher, you have the choice of
Effect: see text Range: personal summoning one greater cold iron elemental or
Duration: instantaneous Target: caster two huge cold iron elementals. If your caster
Saving Throw: none; Spell Resistance: no Duration: one minute/level (D) level is 16th or higher, you have the choice of
summoning one elder cold iron elemental, two
This spell creates a hole in earth, clay, Your hands are covered with a thick
greater cold iron elementals, or 1d3+1 huge cold
packed dirt, or stone, but not in harder layer of rune-covered quartz-like stone. This
iron elementals.
materials such as processed or forged metals prevents you from using your hands for
Unlike a typical cold iron elemental, any
or non‑earthen material such as wood. The any but the crudest manipulations (it is not
elemental summoned by this spell has the
size of the hole is dependent on the hardness possible to perform any level of manipulation
special ability to cast dispel magic (using its hit
of the material excavated. When used on that requires a skill check), though magic
dice as its caster level) once.
earthen materials of hardness 7 or less, the flows through the stone’s runes in such a
spell can create a hole as large as one five- way it does not interfere with casting spells Ironhide
foot-cube per level. Against materials with that include somatic components. It also School: abjuration [earth]; Level: druid 4,
a hardness of 8 or more (including most allows you to make a slam melee attack as a sorcerer/wizard 3
stone, rock, and masonry), the spell effect is weapon you are proficient with,. This attack Casting Time: 1 standard action
reduce to no more than one cubic foot per deals 1d8 points of damage +1 per 2 caster Components: V, S, M/DF (a piece of iron)
level. Materials with a hardness greater than levels. You use your normal attack bonus Range: touch
15 are not affected by this spell. and are treated as being armed. This slam Target: creature touched
Holes created by the excavate spell may attack penetrates DR as if it was a magic Duration: ten minutes/level
be any simple geometric shape, such as a weapon but does not grant any actual bonus Saving Throw: Fortitude negates (harmless);
hemisphere, cube or trench. It is not possible to attack or damage rolls. Spell Resistance: yes (harmless)
to create complex tunnel systems or mazes

7
The target’s skin gains an iron-like resilience. Ironpage terrain. Any creature moving on foot into
The spell grants a 50% chance that any critical School: abjuration [earth]; Level: bard 1, or through the spell’s area takes 1d6 points
hit or sneak attack that hits the target is negated sorcerer/wizard 1 of acid damage for each 5 feet of movement
and the damage for that attack is instead rolled Casting Time: 1 standard action through the lye field.
normally. Components: V, S Any creature that takes damage from
Range: touch this spell must also succeed on a Fortitude
Ironhide, Greater save or suffer injuries to its feet and legs
Target: Book or scroll touched
School: abjuration [earth]; Level: druid 6, that slow its land speed by half. This speed
Duration: 1 day/level
sorcerer/wizard 5 penalty lasts for 24 hours or until the injured
Saving Throw: Will negates (harmless,
Casting Time: 1 standard action creature receives a cure spell (which also
object); Spell Resistance: yes (harmless,
Components: V, S, M/DF (a piece of iron) restores lost hit points). Another character
object)
Range: touch can remove the penalty by taking 10 minutes
Target: creature touched Ironpage protects one book or scroll from
to dress the injuries and succeeding on a
Duration: one hour/level damage. Not every book is eligible to be
Heal check against the spell’s save DC.
Saving Throw: Fortitude negates (harmless); the target of this spell—only finely crafted
Spell Resistance: yes (harmless) works worth no less than one gp/page per Petrify
page of text or 20 gp total can be affected School: transmutation [earth]; Level: druid
This functions as the ironhide spell, except
by ironpage. The book or scroll is no longer 3, sorcerer/wizard 4
the chance of negating a critical hit or sneak
considered flammable (it can be damaged by Casting Time: 1 standard action
attack is 75%.
fire, but never catches on fire), is completely Components: V, S,
Ironhide, Lesser waterproof, and gains a hardness of 15 and Range: touch
School: abjuration [earth]; Level: druid 2, 1 hp per gp of value. Target or Area: Large or smaller object
sorcerer/wizard 1 touched or 10‑foot‑radius spread
Casting Time: 1 standard action
Lye Field Duration: instantaneous
School: transmutation [acid][earth]; Level:
Components: V, S, M/DF (a piece of iron) Saving Throw: Will negates; Spell
sorcerer/wizard 3
Range: touch Resistance: yes
Casting Time: 1 standard action
Target: creature touched
Components: V, S The petrify spell turns one cloth, wood,
Duration: one minute/level or leather object no larger than a Large
Range: medium (100 ft. +10 ft./level)
Saving Throw: Fortitude negates (harmless);
Area: three 10-ft. squares per level creature, or a 10‑foot‑radius section of a
Spell Resistance: yes (harmless)
Duration: 1 round/level larger cloth, wood (including grasses),
This functions as the ironhide spell, except Saving Throw: Fortitude partial; Spell or leather object (including paper and
the chance of negating a critical hit or sneak Resistance: yes parchment), into smooth stone. If the object
attack is 25%. or section had a hardness of less than 10,
You cause the ground in the affected
it is increased to 10. It is as hard to catch
area to be covered in a field of sharp, spiked
on fire as rock of the same shape and size.
lumps of white lye. This spell only affects
The object or section otherwise maintains
areas with a solid surface and does not work
the same properties (including flexibility,
underwater. The area becomes difficult
8
allowing clothing to still be worn normally which, if the projectile hits, inflicts 3d6 hp of
after being affected by a petrify). It has no damage. The projectiles act as magic silver
effect on animated or living objects. Objects weapons for purposes of penetrating DR,
held by a creature gain that creature’s Will although no bonus is granted to attack or
save and SR to resist the spell. damage rolls. Though the attack takes only
Clothing affected by this spell does not a swift action each round after the first, you
grant the wearer any additional protection— cannot make any other attacks or cast any
it has hardness enough to make it difficult to other spells while the pummel spell is in
damage, but can still be penetrated enough effect.
to injure the wearer. However, it is possible
to give it protective properties by casting Rockslide
the spell as a ritual (casting time 10 minutes) School: conjuration (creation)[stone]; Level:
with a material component cost of 1,300 gp. sorcerer/wizard 5
This turns one set of clothing into armor Casting Time: 1 standard action
with a +1 armor bonus to AC, no arcane Components: V, S, M (stone)
spell failure, no maximum Dexterity bonus, Range: close (25 ft. + 5 ft./2 levels)
and no armor check penalty. Existing cloth Area: cone-shaped burst
or leather armor becomes masterwork if Duration: instantaneous
given this treatment (though masterwork Saving Throw: none; Spell Resistance: no
gains no additional benefit). This spell creates a wave of crushing,
This spell can be used to create tents as slashing, and shattering stones in an area
tough as stone, prevent books from being starting at the caster’s hand and extending
flammable, make rope much harder to cut, outward in a cone. The caster makes a single
or any of a number of similar uses. ranged touch attack and compares it to
the AC of every target in the area. Targets
Pummel hit are dealt 9d6 points of bludgeoning
School: conjuration (creation)[stone]; Level: and slashing damage. The attacks acts as
cleric 5, sorcerer/wizard 3 magic, adamantine and silver weapons for
Components: V, S, M/DF (a piece of a sling) purposes of penetrating DR, though they
Casting Time: 1 standard action have no enhancement bonus to their attacks
Range: medium (100 ft. + 10 ft./ level) or damage rolls.
Effect: one stone projectile/round
Duration: one round/level (D)
Saving Throw: none; Spell Resistance: no
This spell creates a stone projectile each
round of its duration. Each round you may
pick a target and make a ranged attack

9
Wall of Caustics Unlike a wall of iron, you can create a wall as the caustic salts of the wall shatter into
School: conjuration (creation)[acid][earth]; of caustics in almost any shape you desire. The corrosive dust. Each time such an attack
Level: sorcerer/wizard 6 wall created need not be vertical. However, causes hp damage to the wall of caustics,
Casting Time: 1 standard action it’s entire length must be supported by a it deals 1d6 points of acid damage to its
Components: V, S, M (a pinch of salt) firm foundation. It can be used as a ramp, attacker, +1 per caster level (maximum +20).
Range: medium (100 ft. +10 ft./level) for example, but not to bridge a chasm A creature walking on the wall or forced
Area: Caustic salt wall whose area is up to one (unless the wall of caustics can fill the entire to squeeze through an area that includes
5‑ft. square/2 levels (S) chasm). The wall can be crudely shaped the wall also suffers this damage. (Damage
Duration: instantaneous to allow crenellations, battlements, and so is dealt when the creature first comes in
Saving Throw: see text; Spell Resistance: no forth, though this level of detail reduces the contact with the wall and at the beginning of
spell’s area by half. each round it maintains the contact, though
This spell creates a freestanding barrier of Like any other wall, this one can be the creature never suffers this damage more
caustic salt. A wall of caustics is 1 inch thick per destroyed by a disintegrate spell or by normal
than once per round.)
four caster levels and composed of up to one means such as breaking and digging. Each
5‑foot square per level. You can double the 5‑foot square of the wall has hardness 0 Wall of Earth
wall’s area by halving its thickness. The wall and 10 hit points per inch of thickness. A School: conjuration (creation)[earth]; Level:
cannot be conjured so that it occupies the same section of wall whose hit points drop to 0 is cleric 5, druid 4, sorcerer/wizard 3
space as a creature or another object. breached. If a creature Casting Time: 1 standard action
tries to break through Components: V, S, M/DF (a small clay or
the wall with a single stone brick)
attack, the DC for the Range: close (25 ft. +5 ft./2 levels)
Strength check is 10 + Area: Earthen wall whose area is up to on
2 per inch of thickness. 5‑ft. square/2 levels (S)
It is possible, but Duration: instantaneous
difficult, to trap mobile Saving Throw: see text; Spell Resistance:
opponents within or no
under a wall of caustics, This spell creates a earthen barrier that
provided the wall is merges into adjoining dirt, soil, or rock
shaped so it can hold
surfaces. A wall of earth is 1 inch thick per
the creatures. Creatures
four caster levels and composed of up to one
can avoid entrapment
5‑foot square per level. You can double the
with successful Reflex
wall’s area by halving its thickness. The wall
saves.
cannot be conjured so that it occupies the
Any creature
attacking the wall with same space as a creature or another object.
natural weapons, or Unlike a wall of iron, you can create a wall
while adjacent to it, of earth in almost any shape you desire. The
suffers acid damage wall created need not be vertical, however, it

10
must merge with and be solidly supported by You cause a mithral wall to spring into The wall can also be a flat, vertical plane,
existing stone or earth, and it’s entire length
being. The wall cannot be conjured so that suitable for sealing off a passage or closing a
must be supported by a firm foundation. it occupies the same space as a creature or breach, in which case the wall inserts itself into
It can be used as a ramp, for example, but another object. A wall of mithral is 1 inch any surrounding nonliving material if its area
not to bridge a chasm (unless the wall of thick per three caster levels. You can double is sufficient to do so.
earth can fill the entire chasm). The wall canthe wall’s area by halving its thickness. Each It is possible, but difficult, to trap mobile
be crudely shaped to allow crenellations, 5‑foot square of the wall has 30 hit points opponents within or under a wall of mithral,
battlements, and so forth, though this level per inch of thickness and hardness 15. If a provided the wall is shaped so it can hold the
of detail reduces the spell’s area by half. creature tries to break through the wall with creatures. Creatures can avoid entrapment with
Like any other earth wall, this one can a single attack, the DC for the Strength check successful Reflex saves.
be destroyed by a disintegrate spell or by is 30 + 2 per inch of thickness. Like any mithral wall, this wall is subject
normal means such as breaking and digging. You can create a wall of mithral in almost to disintegration or destruction from magical
Each 5‑foot square of the wall has hardness any shape you desire. The wall created need energies. Mithral created by this spell is not
0 and 10 hit points per inch of thickness. A not be vertical, but it must merge with or sit suitable for use in the creation of other objects
section of wall whose hit points drop to 0 is upon a firm foundation. It can be used to and cannot be sold.
breached. If a creature tries to break throughbridge a chasm, for instance, or as a ramp.
the wall with a single attack, the DC for the For this use, if the span is more than 20 feet,
Strength check is 10 + 2 per inch of thickness.
the wall must be arched and buttressed.
New Options
With the addition of new stone and earth
This requirement reduces the spell’s area
It is possible, but difficult, to trap mobile
spells, it’s only natural that some spellcasting
opponents within or under a wall of earth, by half. The wall can be crudely shaped to
classes have more stone- and earth-related
provided the wall is shaped so it can hold theallow crenelations, battlements, and so forth
options. Present below are the cold iron domain
creatures. Creatures can avoid entrapment by likewise reducing the area.
(for clerics and druids), the stone bloodline (for
with successful Reflex saves. If you desire, the wall can be created
sorcerers), the earth specialist (for wizards),
vertically resting on a flat surface but not
Wall of Mithral and a new monster option, the ironskinned
attached to the surface, so that it can be
School: conjuration (creation)[earth]; Level: tipped over to fall on and crush creatures template—a new way to broaden encounter
druid 9, sorcerer/wizard 7 options with earth-themed monsters).
beneath it. The wall is 50% likely to tip in
Casting Time: 1 standard action either direction if left unpushed. Creatures Cold Iron Domain
Components: V, S, M/DF (a coin-sized piece can push the wall in one direction rather It is beyond the power of any spell to
of mithral worth 50 gp) than letting it fall randomly. A creature must duplicate the antimagic properties of cold iron
Range: long (400 ft. +40 ft./level) make a DC 30 Strength check to push the (though some can manipulate or alter its natural
Effect: Mithral wall whose area is up to on wall over. Creatures with room to flee the effects), but it is not outside the power of the
5‑ft. square/level (S) falling wall may do so by making successful gods to do so, and through them some servants
Duration: instantaneous Reflex saves. Any Large or smaller creature can gain the ore’s unique abilities as granted
Saving Throw: see text; Spell Resistance: that fails takes 7d6 points of damage while powers. The cold iron domain is common
no fleeing from the wall. The wall cannot crush among gods of dwarves, smiths, warriors, and
Huge and larger creatures. those deities who oppose magic and wizards.

11
The cold iron domain may be selected by a You have ties to supernatural forces of Bloodline Powers: The striking power
druid using the nature bond class ability. earth, rock, and mountain. Perhaps you are and durability of stone is yours to command.
descended from barbarians who mingled Stone Pitch (Su): You can make sling attacks
Granted Powers: You can call on the power
with stone giants, or your ancestors may have without requiring a sling. You are considered
of cold iron to harm foes vulnerable to it and
worshiped greater earth elementals as gods. proficient in these attacks and may add your
make yourself more resilient.
Charisma bonus rather than Dexterity bonus
Iron Aura (Su): You can imbue one touched Class Skill: Climb.
to your ranged attack rolls. You must have
weapon with the ability to strike as a cold Bonus Spells: ironhide, lesser* (3rd),
appropriate sling ammunition to use this
iron weapon, regardless of the weapon’s hammerhand* (5th), ironhide* (7th), petrify* attack. If no sling bullets are available, you
true construction. The weapon retains all (9th), ironhide, greater* (11th), earth armor* may use any hand-held earth, clay, or stone
the properties, if any, of the material it is (13th), wall of mithral* (15th), iron body (17th), object for this ability, but suffer a –1 penalty
actually made of and gains a +1 nonmagical earthquake (19th). to attack and damage rolls.
enhancement bonus as if it were a masterwork *This is a new spell, introduced in this
At 5th level these sling attacks are treated as
weapon (masterwork weapons so imbued gain volume.
if the sling used has a +1 enhancement bonus
no additional bonus). Ranged weapons with Bonus Feats: Agile Maneuvers, Alertness, to attack and damage. At 8th, 11th, 14th and 17th
an iron aura bestow the property of cold iron Arcane Armor Mastery, Arcane Armor level this bonus increases by +1. At 8th level
on ammunition fired from them. The iron aura Training, Armor Proficiency (heavy, light or higher you may choose to gain a special
lasts for one minute per cleric level. You can use or medium), Blind-Fight, Deadly Aim, magic property rather than an enhancement
this ability a number of times per day equal to 3 Defensive Combat Training. bonus. You may choose from distance,
+ your Wisdom modifier. Bloodline Arcana: Any time you cast a merciful, seeking, or speed (sacrificing an
Damage Resistance (Ex): At 6th level, you spell that deals damage, you may choose to enhancement bonus equal to the property’s
gain DR 2/adamantine. This increases to DR 4/ have it gain the [stone] descriptor, causing base price modifier, as defined in Chapter
adamantine at 12th level, and DR 6/adamantine it to deal weapon damage rather than its 15 of the Pathfinder Roleplaying Game Core
at 20th level. normal spell damage type. If the spell had Rulebook). You may also choose to sacrifice +2
Domain Spells: 1 -obscure object, 2 - the acid, cold, electricity, fire, force or sonic
st nd of your enhancement bonus to add anarchic,
chill metal, 3rd-dispel magic, 4th-lesser globe of descriptor, that descriptor is lost. If the spell axiomatic, holy, or unholy if your alignment
invulnerability, 5th-wall of iron, 6th-iron warden*, 7th- has an effect other than dealing damage there matches the property to be added (chaotic,
spell turning, 8th-iron body, 9th-mage’s disjunction. is no change to its non-damaging effect. For lawful, good, or evil, respectively). Once
*New spell introduced in this book. 0-level spells the [stone] damage acts as a you select a special ability it may not be
nonmagic weapon. For 1st-3rd level spells, changed until you gain another increase to
Stone Bloodline (Sorcerer) the [stone] damage acts as a magic weapon. this ability’s enhancement bonus, and you
While an elemental bloodline of earth exists For 4th-6th level spells, the [stone] damage must always retain at least +1 of your total
in the core rules, it focuses on the link between acts as a magic silver weapon. For 7th-9th enhancement bonus to these attacks.
elemental earth and acidic salts, with most of level spells, the [stone] damage acts as a Ironguts (Su): At 3rd level, you gain a +1
its powers dealing with acid damage. The stone magic adamantine weapon. natural armor bonus and +1 to all Fortitude
bloodline is designed for characters whose When you cast a spell that does not deal saves. At 9th level these bonuses increase to
connection to earth and rock focus more on the hp damage, but has the [earth] descriptor, +2, and at 15th level they increase to +4.
impact and durability of pure stone. you treat your caster level as two higher.

12
Tough As Stone (Su): At 9th level you gain a Stone Mastery (Su): At 6th level, as a Ironskinned
+2 inherent bonus to your Constitution. This free action you can make a Knowledge Ironskinned is a simple template for
bonus increases to +4 at 13th level, and to +6 (Arcana) check anytime you are within 30 creatures with strong connections to the
at 17th level. feet of a creature of the [earth] subtype to elemental plane of earth, though it is most
Call of the Earth (Su): At 15th level, whenever
learn its type and all subtypes, including common among animals and magic beasts. It
you summon a creature of the [earth] subtype any information gained from a Knowledge has a +0 CR modifier. Ironskinned versions of all
with a spell from the sorcerer/wizard list, check appropriate to its type. The DC of this animal companion types exist, and are available
you summon one additional creature of the check is 10 + the creature’s CR. to characters with animal companions.
same kind. You also make a Knowledge (arcana)
Earthborn (Su): You gain the [earth] check as a free action whenever anyone *Ironskinned creatures gain acid resistance
subtype. You need not eat, sleep or breathe. based on their level or hit dice. Ironskinned
within your line of sight casts a spell with
As a move action, you can become an earth the [acid] or [earth] descriptors. The DC creatures with 0–5 hit dice gain acid resistance
elemental. This functions as the elemental 3, those with 6-10 level or hit dice gain acid
of this check is 15 + the spell’s level. On a
body IV spell, except you can only become successful check you know the name, level,resistance 5, those with 11–20 hit dice gain acid
an earth elemental. You may maintain this resistance 10, and those with 21+ level or hit
and general effect of the spell being cast.
form each day for a total of ten minutes/ dice gain acid resistance 15.
For any spells you learn with the [acid]
level. This duration need not be used all at or [earth] descriptors, you gain the benefits *Ironskinned creatures with 6 or more hit
once, you may dispel the form and reassume of the Eschew Materials, Spell Mastery, dice gain damage reduction based on their
it multiple times per day as long as your and Spell Focus feats. At 12th level, you also
level or hit dice. Ironskinned creatures with
maximum duration is not exceeded. gain the benefits of Spell Penetration with
6–10 level or hit dice gain damage reduction 1/
these spells. You do not need to actually adamantine, those with 11–20 hit dice gain DR
Earth Specialist have these feats to gain these benefits, and
2/adamantine, and those with 21+ level or hit
Wizards who are earth specialists focus the benefits do not stack if you also take the
dice gain DR 3/adamantine.
on the application of earth, stone, and rock— feats for these spells.
*Ironskinned creatures move at half the rate
with a special emphasis on caustic salts—
within all schools rather than studying one Cold-Iron Elemental of normal versions of the same creature and
school of magic, as most wizards do. suffer a –4 penalty to all Swim checks due to
Cold-iron elemental is a simple template
that their weight and thick builds. However, they
can be applied only to earth elementals.
Caustic Resistance (Ex): You gain acid suffer no reduction in movement from medium
resistance 10. At 11th level, this resistance It indicates a creature from the plane of or heavy encumbrance or any kind of armor.
increases to 15. At 20th level, this resistance earth that is made entirely of cold iron. *Ironskinned creatures suffer a –2 penalty to
changes to immunity to acid damage. *A cold-iron elemental does not receive all Reflex saves as a result of their thick hides
Earth Mastery (Su): You gain a +1 bonus the earth glide or earth mastery special slightly slowing them.
on attack and damage rolls if both you and abilities. *Ironskinned creatures are vulnerable to
your target are touching the ground. You *A cold-iron elemental’s natural attacks sonic damage.
also gain a +1 bonus to your CMD if both you function as cold iron for purposes of
and your attacker are touching the ground. bypassing DR.
At 10th level, these bonuses increase to +2. *A cold-iron elemental has SR equal to 5
+ hit dice.
13
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Bring a Genius to the Table! The OtherWorld Creations (OWC) and Super Genius Games (SGG) company names and
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All game mechanics of The Genius Guide to: Earth Magic is Open Game Content as
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Credits OPEN GAME LICENSE Version 1.0a


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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
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14 The Genius Guide To: Earth Magic. Copyright 2010, Super Genius Games. Author: Owen
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