The Sphere of Earth includes spells that involve the primordial element of fire.
Focus: A coin, an iron rod, a pick, or an amulet with emeralds
Range: Melee
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in Melee
Defence: basic Dodge
You create a shell of acid around yourself that immediately bursts outward. Make an Earth spell attack check against all creatures in range, dealing 2d6 acid damage to each creature stuck.
Heightened: Each level you increase the spell's level by increases the damage by +2d6
Range: 1 Range
Rote Casting: 1 Action
Duration: 1 round
Target: 1 creature
Defence: Dodge
You tear open the ground then slam it shut. Make an Earth spell attack check against the target's Dodge defence.
Heightened: Each level you increase the spell's level by increases the damage by +2d6
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You fling propel a nearby stone, concrete block, or mount of first against the target. Make an Earth spell attack roll against the target's Armor. The stone deals bludgeoning damage equal to 1d6 plus your Strength modifier.
Heightened: Each level you increase the spell's level by increases the damage by +1d6
Range: 2 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Area: Close-range burst
Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a Close-range cone
Defence: Dodge
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Make an Earth spell attack roll against the targets' Dodge defence.
Heightened: Each level you increase the spell's level increases the damage by 2d4
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing creature
A large gem floats around the target in an erratic pattern. The gem has 5 Wound Points. Each time a creature hits the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem. If the gem is reduced to 0 Wounds, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is in Melee with the target.
Heightened: Each level you increase the spell's level by increases the gem's WP by 5, and increases the damage dealt by its detonation by 1d8
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a Close-range cone
Defence: Dodge
You create a wave of energy that ripples through the earth. Make an Earth spell attack check against the Dodge defence of all creatures standing on the ground.
Range: 1 Range
Rote Casting: 1 Action
Duration: Varies
Target: Varies
Defence: Resolve
You create the sensation of a massive earthquake for a short period of time, causing affected creatures to become unsteady on their feet.
Variable Spell: You can cast this spell at the following levels
1st: When you cast tectonic shift as a 1st-level spell, you can target a creature within Close range. The target must succeed at a Resolve saving throw or gain 1 application of Frightened.
2nd: When you cast tectonic shift as a 2nd-level spell, you can target a creature within 2 Range. The target must succeed at a Resolve saving throw or gain 1d4 applications of Frightened. A creature who critically fails falls Prone.
3rd: When you cast tectonic shift as 3rd-level spell, you can target up to 5 creatures within 2 Range. Each target must succeed at a Resolve saving throw or gain 1d4 applications of Frightened. A creature who critically fails falls Prone.
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Dodge
You conjure an arrow of acid that continues corroding the target after it hits. Make an Earth spell attack against the target's Dodge defence. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
Heightened: Each level you increase the spell's level by increases the initial damage by 2d8, and the persistent damage by 1d6.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
You transform your skin into solid rock, amplifying your physical resilience.
Your unarmed strikes now deal lethal damage, and you add half your ranks in the Sphere of Earth to all unarmed attack damage rolls.
You gain DR 2/-.
You gain a +2 to your Endurance defence against Combat Manoeuvres.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: Dodge or Acrobatics
You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) to a depth of up to 5 feet below the touched creature. If the creature is Size 5 or smaller, they must attempt a Dodge or Acrobatics check, with the following result:
Heightened: For every level you heighten the spell by, you increase the size of the creature that can be affected by +1.
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: 1 Range
You imbue the area with raw elemental earth. Spells from the Earth phere gain a +2 status bonus on spell attack rolls and damage rolls when cast against targets in the Earth Zone.
Heightened: Each level you increase the spell's level by increases the status bonus by +1
Range: Close
Rote Casting: 2 Actions
Duration: 1 Day
Targets: 1 living creature
Defence: Endurance
You curse the target with a thirst no drink can quench. You can Dismiss the spell as a single action. The target must attempt a Fortitude save.
Range: Range 4
Rote Casting: 1 Action
Duration: Varies
Target: 1 Creature
Defence: Endurance
Using the weight of earth, you hamper a target's flight. Make an Earth spell attack check against the target's Endurance defence.
If the creature reaches the ground safely, it doesn't take falling damage.
Range: Close
Rote Casting: 2 Actions
Duration: Concentration, up to 1 Minute
Area: Close-range Burst
Defence: Dodge
You cause the surface to heave. The area becomes difficult terrain and any tracks in the area are destroyed by the churning ground. The first time each round you Concentrate the Spell, you can move the churning area anywhere in Close rance. Creatures immobilized by the spell are carried along with the shifting sand in the same direction, if possible; this movement is forced movement. Creatures that enter or begin their turn standing in the shifting sand must attempt a Dodge save, with the following result:
Variable Spell: You can cast the spell at the following levels:
3rd: Creatures standing in the area take a –2 status penalty to Acrobatics checks.
5th: The status penalty increases to –4 and the spell’s range increases to 1 Range.
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Creature
Defence: Armor
You conjure a jagged lance of stone and then launch it at a foe. Make an Earth spell attack roll against the target's Armor defence. On a hit, you deal 6d6 piercing damage and the lance impales the creature, making it Immobelized until it Escapes. On a critical hit, if the creature is on the ground, the lance also embeds into the ground the creature is Prone until it Escapes. A creature that Escapes after being impaled takes 3 persistent bleed damage. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped.
Heightened: For every level you heighten the spell by, you increase the initial damage by 2d6 and the persistent bleed damage for Escapes by 1.
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Willing Creature
An elemental force fills your target, granting the target the ruggedness of Earth.
While on the ground, the target gets a +2 status bonus to Stamina and Dodge defence. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range Burst
Defence: basic Endurance
You shake the earth, toppling nearby creatures. Make an Earth spell attack check against the Endurance defence of each creature in the area standing on solid ground. They take 4d8 damage from the spell.
Heightened: For every level you heighten the spell by, you increase the damage by +2d6.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 cube of stone 10 feet across or smaller
Defence: Dodge or Arcobatics
You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Dodge or Acrobatics check.
Range: 2 Range
Rote Casting: 2 Actions
Duration: 1 Hour
Target: Close-range Burst
Defence: None
Long, sharp spikes of solid rock thrust up from the ground in the area. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 15 piercing damage.
Heightened: For every level you heighten the spell by, you increase the damage by 5.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine.
Heightened: For every level you heighten the spell by, you increase the resistance by 5.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You call upon the power of Chaos to become a being of pure elemental earth. You gain the following traits:
Armor=19+your ranks in Earth
10 temporary Vitality Points
Darkvision
Your Unarmed Attack bonus becomes +18 (unless your base total is higher)
Unarmed Attack damage becomes 2d10
Your Athletics bonus becomes +20
You gain a Burrow speed of 1
Range: Touch
Rote Casting: 1 Action
Duration: 1 Hour
Area: 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone wall
You create a visible tunnel through the wall in the chosen area, replacing the area with empty space. If the wall is thicker than 10 feet, the tunnel ends 10 feet in. Even a small layer of metal in the wall prevents this spell from functioning. This spell doesn't reduce the integrity of the structure. When the spell ends, anyone inside the tunnel is shunted to the nearest exit.
Range: Range 4
Rote Casting: 1 Action
Duration: 1 Minute
Area: Close burst
Defence: None
Sending magic deep underground, you conjure a cloud of toxic gases that swiftly degenerate into volatile fumes. The gases are invisible, requiring a successful Awareness check against your spell DC to detect visually, though their acrid smell and toxic effects are clear once a creature has entered the cloud. A creature that enters the cloud or is within the cloud at the start of its turn takes 2d6 acid damage. A creature can take the acid damage from Toxic Fumes only once per round.
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Hour
You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 4 range feet long, and 1 ranget high. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in open spaces--the spell harmlessly warps around living creatures and objects.
You can attempt to break through the wall. To break a hole, you must deal 50 points of damage to the Wall of Stone. The Wall of Stone has an Armor of 10, Hardness 14, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.