Earth Savant Spell List

PUMMELING RUBBLE Spell 1


 * EARTH
 * EVOCATION

Traditions arcane, primal

Cast   Two Actions somatic, verbal

Area 15-foot cone

Saving Throw Reflex

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. Each creature must attempt a Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is pushed 5 feet away from you.

Critical Failure The creature takes double damage and is pushed 10 feet away from you.

Heightened (+1) Increase the damage by 2d4. SHATTERING GEM Spell 1


 * ABJURATION
 * EARTH

Traditions arcane, primal

Cast two actions somatic, verbal Range touch Targets 1 creature Duration 1 minute

A large gem floats around the target in an erratic pattern. The gem has 5 Hit Points. Each time a creature Strikes 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 and then applies any remaining damage to the target. If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target.

Heightened (+1) The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8. SHOCKWAVE Spell 1


 * EARTH
 * EVOCATION

Traditions arcane, primal

Cast two actions somatic, verbal Area 15-foot cone Saving Throw Reflex

You create a wave of energy that ripples through the earth. Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground.

Critical Success The creature is unaffected.

Success The creature is flat-footed until the start of its next turn.

Failure The creature falls prone.

Critical Failure As failure, plus the creature takes 1d6 damage.

Heightened (+1) The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on). EXPEDITIOUS EXCAVATION Spell 2


 * EARTH
 * TRANSMUTATION

Traditions arcane, primal

Cast two actions somatic, verbal Range touch Area cube of dirt 5 feet across or smaller

You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube. Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check.

Success The creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice.

Failure The creature falls prone in the nearest available space of its choice, or falls into the pit if it prefers.

Critical Failure The creature falls into the pit excavated by the spell and lands prone, taking falling damage as normal.

Heightened (+2) The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above. MELD INTO STONE Spell 3


 * EARTH
 * TRANSMUTATION

Traditions arcane, primal

Cast Two Actions somatic, verbal Duration 10 minutes You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone. Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell. Erupting Earth Spell 3


 * EARTH
 * TRANSMUTATION

Traditions arcane, primal

Cast 3 actions material, somatic, verbal Range 60 feet Area 15-foot burst

You cause a stalagmite to burst forth from the earth below a point of your choosing. A fountain of churned earth and stone erupts forth alongside it, each creature in the area must make a reflex saving throw or take 3d12 bludgeoning damage. Regardless of the success of the saving throw, the area of the burst becomes rough terrain, as stone and debris settle in the area.

Critical Success: The creature is unaffected

Success: The creature takes half of the bludgeoning damage, and is flat-footed until the start of their next turn.

Failure: The creature takes the full 3d12 bludgeoning damage, and is knocked prone.

Critical Failure: The creature takes double the bludgeoning damage, and is knocked prone.

Heightened (+1): The bludgeoning damage increases by 1d12 SPIKE STONES Spell 4


 * CONJURATION
 * EARTH

Traditions primal

Cast   3 actions material, somatic, verbal Range 60 feet Area 20-foot burst Duration 1 hour

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 3 piercing damage for every square of that area it moves into.

Heightened (+1) Increase the damage by 1. STONESKIN Spell 4


 * ABJURATION
 * EARTH

Traditions arcane, primal

Cast 2 actions somatic, verbal Range touch Targets 1 creature Duration 20 minutes

The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.

Heightened (6th) The resistance increases to 10.

Heightened (8th) The resistance increases to 15.

Heightened (10th) The resistance increases to 20. WALL OF STONE Spell 5


 * CONJURATION
 * EARTH

Traditions arcane, primal

Cast Two actions material, somatic, verbal Range 120 feet You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. 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 an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, 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.

Heightened (+2) The Hit Points of each section of the wall increase by 15. TRANSMUTE ROCK AND MUD Spell 5


 * EARTH
 * TRANSMUTATION

Traditions arcane, primal

Cast Two Actions material, somatic, verbal Range 60 feet Area 2 adjacent 10-foot cubes

You warp the structure of earthen material, turning rock into mud or mud into rock. Choose one of these two options when you Cast the Spell.

Mud to Rock Mud in the area turns into unworked stone. If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw.

Critical Success The creature escapes the mud and is atop the stone, unaffected.

Success The creature climbs out of the mud as it turns to rock and is prone atop the stone.

Failure The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first.

Critical Failure The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.

Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud. If you Cast this Spell on a stone floor, it becomes difficult terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can't reach the bottom, the creature must Swim to move through it. If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell's area. Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse.

Heightened (+2) Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes. BONES OF THE EARTH Spell 6


 * EARTH
 * TRANSMUTATION

Traditions arcane, primal

Cast Two Actions material, somatic, verbal Range 120 feet

Saving throw: Reflex

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 10, Hardness 14, and 50 Hit Points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

Critical Success: The creature dodges the pillar, and moves to an unoccupied space next to it.

Success: The creature tumbles from the pillar, and is knocked prone in an unoccupied space next to it.

Failure: The creature is lifted by the pillar to it's apex. If the pillar is prevented from reaching it's full height because of a ceiling or other obstacle, the creature is pinned to the ceiling by it, taking 6d6 bludgeoning damage and being restrained. The creature remains restrained until they manage to escape it via a reflex or fortitude saving throw surpassing your spell save DC.

Critical Failure: As with a failure, but the creature takes 6d6 persistent bludgeoning damage until they escape from the pillar crushing them.

Heightened (+1): You can create two additional pillars. FLESH TO STONE Spell 6


 * TRANSMUTATION

Traditions arcane, primal

Cast Two actions somatic, verbal Range 120 feet Targets 1 creature made of flesh Duration varies

Saving Throw Fortitude

You try to turn the target's flesh into stone. The target must attempt a Fortitude save.

Critical Success The target is unaffected.

Success The target is slowed 1 for 1 round.

Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.

Critical Failure As failure, but the target is initially slowed 2. STONE TO FLESH Spell 6


 * EARTH
 * TRANSMUTATION

Traditions divine, primal

Cast Two actions somatic, verbal Range touch Targets petrified creature or human-size stone object

Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.