Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Battlefield Fortification | ||
HoB | ||
Sor/Wiz 4 | ||
General | ||
Create trench or berm. |
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Blast of Sand | ||
Sandstorm | ||
Arc 4, Drd 4, Sand 4, Sor/Wiz 4 | ||
General | ||
Cone deals 1d6 damage/level. |
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Calm Earth (M) | ||
Far Corners of the World | ||
Arc 7, Clr 7, Drd 6 | ||
General | ||
Protects an area from earthquakes and lava. Also slows earth subtype creatures. |
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Clearstone | ||
LostEmpiresOfFaerun | ||
Sor/Wiz 3 | ||
General | ||
Makes rock or stone transparent. |
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Earth Lock (M) | ||
SPC | ||
Sor/Wiz 2 | ||
General | ||
Constricts tunnel, preventing access. |
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Earthen Grace (M) | ||
SPC | ||
Arc 2, Drd 2, Sor/Wiz 3 | ||
5 minutes | ||
Stone and rock damage sources deal nonlethal damage instead of lethal damage. |
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Earthen Grasp | ||
SPC | ||
Sor/Wiz 2 | ||
General | ||
Dense hand grapples creatures and pins them. |
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Earthquake | ||
Evocation [Earth] | 1 standard action | SRD |
See text - No | Arc 8, Blg 7, Cavern 8, Clr 8, Destruction 8, Drd 8, Earth 7, Shu 8, Wmg 7, Wuj 8 | V, S, DF |
1 round | Long | 12 hours |
Area: 80-ft.-radius spread (S) | ||
Intense tremor shakes 5-ft./level radius. |
||
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock 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 can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning 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 but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell 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). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. 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 underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, 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. At the end of the spell, 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 or take 1d6 points of lethal damage each minute thereafter until freed or dead. |
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Eradicate Earth | ||
SPC | ||
Sor/Wiz 3 | ||
General | ||
Deals 1d8 points of damage/level to earth creatures (max 10d8). |
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Expeditious Excavation (M) (F) | ||
Far Corners of the World | ||
Sor/Wiz 7 | ||
General | ||
Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel. |
||
Fist of Stone | ||
SPC | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack. |
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Flash-Freeze | ||
Frostburn | ||
Arc 2, Drd 2 | ||
General | ||
Earth, stone, and water become frozen. |
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Flaywind Burst | ||
Sandstorm | ||
Arc 5, Clr 5, Drd 5, Sand 5, Sor/Wiz 5 | ||
General | ||
Cone blows away and knocks down smaller creatures and deals 1d6 damage/level. |
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Foundation of Stone | ||
SPC | ||
Arc 1, Clr 1, Drd 1 | ||
General | ||
+4 bonus to resist being bull rushed or tripped |
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Fuse Sand | ||
Sandstorm | ||
Arc 5, Drd 5, Sor/Wiz 4 | ||
General | ||
Hardens sand and may trap creatures. |
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Haboob | ||
Sandstorm | ||
Arc 3, Clr 3, Drd 3, Rgr 3, Sand 3, Sor/Wiz 3 | ||
5 minutes | ||
Cloud of dust obscures sight and abrades those passing through it. |
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Hail of Stone (M) | ||
SPC | ||
Sor/Wiz 1, Wmg 1, Wuj 1 | ||
General | ||
Stones deal 1d4 points of damage/level to creatures in the area (max 5d4). |
||
Halo of Sand | ||
Sandstorm | ||
Arc 2, Drd 2, Rgr 2 | ||
1 hour | ||
Swirling sand grants +1 deflection bonus/3 levels. |
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Local Tremor | ||
RotDrg | ||
Arc 2, Clr 2, Drd 2, Sor/Wiz 2 | ||
5 minutes | ||
Light tremor shakes in a 30-ft. line. |
||
Mark of Earth | ||
BoEM | ||
Sor/Wiz 2 | ||
6 hours | ||
Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell. |
||
Greater Mark of Earth | ||
BoEM | ||
Sor/Wiz 4 | ||
6 hours | ||
See Text |
||
Meld into Stone | ||
Transmutation [Earth] | 1 standard action | SRD |
- | APeace 3, Arc 3, Cavern 3, Clr 3, Drd 3, Shu 3 | V, S, DF |
10 min./level | Personal | 4 hours |
Target: You | ||
You and your gear merge with stone. |
||
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stones complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spells duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage. |
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Mineralize Warrior (M) (XP) | ||
Underdark | ||
Sor/Wiz 6 | ||
General | ||
Grants willing subject the mineral warrior template |
||
Move Earth | ||
Transmutation [Earth] | See text | SRD |
None - No | Arc 6, Artificer 6, Drd 6, Halfling 6, Shu 6, Sor/Wiz 6, Wuj 6 | V, S, M |
Instant | Long | 1 hour |
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) | ||
Digs trenches and builds hills. |
||
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. |
||
Mudslide | ||
Stormwrack | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Landslide buries, mires creatures within a 40-ft. radius. |
||
Node Lock | ||
CR | ||
Sor/Wiz 2 | ||
1 hour | ||
Deters others from using an earth node's powers. |
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Repel Metal or Stone | ||
Abjuration [Earth] | 1 standard action | SRD |
None - No | Arc 7, Blg 7, Drd 8, Metal 9, Wuj 8 | V, S |
1 round/level (D) | 60 ft. | General |
Area: 60-ft. line from you | ||
Pushes away metal and stone. |
||
Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power. |
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Runic Marker | ||
CV | ||
Arc 4, Clr 4 | ||
General | ||
You create a slender stone pillar with a short message inscribed upon it. |
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Sandblast (LE) | ||
LostEmpiresOfFaerun | ||
Sor/Wiz 6 | ||
General | ||
Cone of sand and wind deals 6d8 points of damage and blows away opponents. |
||
Sandstorm | ||
Sandstorm | ||
Arc 6, Drd 6 | ||
1 hour | ||
Create a large dangerous duststorm. |
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Scalding Mud | ||
Sandstorm | ||
Arc 6, Drd 6, Sor/Wiz 6 | ||
General | ||
Transmute rock or earth into boiling muck. |
||
Scimitar of Sand | ||
Sandstorm | ||
Arc 2, Drd 2, Sor/Wiz 2 | ||
5 minutes | ||
Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. |
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Soften Earth and Stone | ||
Transmutation [Earth] | 1 standard action | SRD |
None - No | Arc 2, Drd 2, Earth 2 | V, S, DF |
Instant | Close | 6 hours |
Area: 10-ft. square/level; see text | ||
Turns stone to clay or dirt to sand or mud. |
||
When this spell is cast, all natural, undressed earth or stone in the spells area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it cant run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and cant run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. |
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Soul of the Waste | ||
Sandstorm | ||
Arc 3, Clr 3, Drd 3 | ||
1 hour | ||
Meld into surrounding sand. |
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Spike Stones | ||
Transmutation [Earth] | 1 standard action | SRD |
Reflex partial - Yes | Arc 4, Drd 4, Earth 4, Shu 4 | V, S, DF |
1 hour/level (D) | Medium | 6 hours |
Area: One 20-ft. square/level | ||
Creatures in area take 1d8 damage, may be lowed. |
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Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spells area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creatures speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spells save DC. Spike stones is a magic trap that can't be disabled with the Disable Device skill. Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones. |
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Stone Metamorphosis | ||
Underdark | ||
Arc 4, Clr 4, Drd 4, Sor/Wiz 6 | ||
General | ||
Changes type of stone. |
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Greater Stone Metamorphosis | ||
Underdark | ||
Arc 6, Clr 6, Drd 6, Sor/Wiz 8 | ||
General | ||
Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone. |
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Stone Shape | ||
Transmutation [Earth] | 1 standard action | SRD |
None - No | Arc 3, Artifice 3, Clr 3, Craft 3, Drd 3, Earth 3, Shu 3, Sor/Wiz 4, Wuj 5 | V, S, M/DF |
Instant | Touch | 6 hours |
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level | ||
Sculpts stone into any shape. |
||
You can form an existing piece of stone into any shape that suits your purpose. While its possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. |
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Greater Stone Shape | ||
Underdark | ||
Arc 5, Clr 5, Drd 5, Sor/Wiz 7 | ||
6 hours | ||
Sculps 10 cu. ft. + 10 cu. ft./level of stone into any shape. |
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Stone Sphere | ||
Underdark | ||
Sor/Wiz 5 | ||
5 minutes | ||
5-ft.-diameter stone sphere rolls over your enemies. |
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Stonehold | ||
Magic of Faerun | ||
Arc 6, Drd 6 | ||
24 hours | ||
Stony arm trap grapples and damages creatures. |
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Stonemantle | ||
Dragon 314 | ||
Arc 2, Clr 2, Drd 1, Sor/Wiz 2 | ||
1 hour | ||
Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness. |
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Stony Grasp | ||
Complete Arcane | ||
Sor/Wiz 3 | ||
General | ||
As earthen grasp, except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand. |
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Storm Mote | ||
Sandstorm | ||
Arc 3, Drd 3, Sor/Wiz 3 | ||
General | ||
Dust devil of flensing sand. |
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Sudden Stalagmite | ||
SPC | ||
Arc 4, Drd 4 | ||
General | ||
Impaling stalagmite damages and holds foes. |
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Thaw | ||
Frostburn | ||
Arc 2, Drd 2 | ||
General | ||
Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice. |
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Transmute Mud to Rock | ||
Transmutation [Earth] | 1 standard action | SRD |
See text - No | Arc 4, Blg 4, Drd 5, Sor/Wiz 5 | V, S, M/DF |
Permanent | Medium | 6 hours |
Area: Up to two 10-ft. cubes/level (S) | ||
Transforms two 10-ft. cubes per level. |
||
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud. |
||
Transmute Rock to Lava | ||
Complete Arcane | ||
Arc 9, Drd 9, Sor/Wiz 9, Wuj 9 | ||
General | ||
Transmute rock to lava dealing 2d6 points of fire damage or 20d6. |
||
Transmute Rock to Mud | ||
Transmutation [Earth] | 1 standard action | SRD |
See text - No | Arc 4, Blg 4, Drd 5, Slime 6, Sor/Wiz 5 | V, S, M/DF |
Permanent; see text | Medium | 6 hours |
Area: Up to two 10-ft. cubes/level (S) | ||
Transforms two 10-ft. cubes per level. |
||
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. |
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Transmute Sand to Glass | ||
Sandstorm | ||
Arc 5, Drd 5, Sor/Wiz 5 | ||
General | ||
Transforms two 10-ft. cubes per level. |
||
Transmute Sand to Stone | ||
Sandstorm | ||
Arc 5, Drd 5, Sor/Wiz 5 | ||
General | ||
Transforms two 10-ft. cubes per level. |
||
Transmute Stone to Sand | ||
Sandstorm | ||
Arc 5, Drd 5, Sor/Wiz 5 | ||
General | ||
Transforms two 10-ft. cubes per level. |
||
Tremor | ||
SPC | ||
Arc 3, Clr 3, Drd 3 | ||
General | ||
Force casters and skill users to Concentrate as well as knock creatures prone. |
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Tunnel Swallow | ||
Underdark | ||
Sor/Wiz 6 | ||
General | ||
Tunnel's peristaltic convulsions deal 1d6 points of damage/level (max 15d6). |
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Undermaster (XP) | ||
Underdark | ||
Arc 9, Drd 9, Sor/Wiz 9 | ||
General | ||
You gain earth-related spell-like abilities. |
||
Vitrify | ||
Sandstorm | ||
Sand 7, Sor/Wiz 7 | ||
General | ||
Melts sand into glass. |
||
Wall of Magma | ||
Sandstorm | ||
Arc 5, Clr 5, Drd 6, Sor/Wiz 5 | ||
5 minutes | ||
Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. |
||
Wall of Salt | ||
Sandstorm | ||
Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||
General | ||
Wall of salt that can be shaped. |
||
Wall of Sand | ||
PGtF | ||
Arc 4, Clr 4, Drd 5, Sor/Wiz 4 | ||
General | ||
Swirling sand blocks ranged attacks, slows movement through. |
||
Wall of Sand 2 | ||
Sandstorm | ||
Arc 4, Clr 4, Drd 4, Sor/Wiz 4 | ||
30 minutes | ||
Wall impedes movement, obscures vision, and blocks some attacks. |
||
Wall of Stone | ||
Conjuration (Creation) [Earth] | 1 standard action | SRD |
See text - No | Adp 5, APeace 5, Arc 5, Artificer 5, Clr 5, Craft 5, Drd 6, Earth 5, Shu 5, Sor/Wiz 5, Wuj 5 | V, S, M/DF |
Instant | Medium | 12 hours |
Effect: Stone wall whose area is up to one 5-ft. square/level (S) | ||
Creates a stone wall that can be shaped. |
||
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spells area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. |