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| paths:devoted_path:domain:earth [2023/05/31 20:36] – created elfinlocks | paths:devoted_path:domain:earth [2024/11/12 21:13] (current) – [Favored Spells] elfinlocks |
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| ====== Earth Domain ====== | ====== Earth Domain ====== |
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| //You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.// | //You have mastery over earth and stone.// |
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| ===== Primus - Acid Dart ===== | ===== Primus - Rock Steady (Su) ===== |
| | <WRAP round box> |
| | Your movements when casting magic may become predictable, deliberate, and impossible to oppose, much like the earth itself. Whenever you cast a spell, you may spend an additional Half Action (thus typically taking both of your Half Actions on that turn) to not provoke an Attack of Opportunity whilst casting that spell. Enemies attempting a Combat Maneuver against you must check against your Caster Level, instead of your Base Attack Bonus, until the beginning of your next turn when you use this Talent. |
| | </WRAP> |
| | ===== Enlightenment - Tunnel Runner (Su) ===== |
| | <WRAP round box> |
| | You can spend 3 [[priority:magic#mana|MP]] to pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed equal to your Caster Level. This effect lasts for 1 minute per Caster Level. |
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| At will, as a Standard Action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every caster level you possess (maximum 1d6 + 20). | This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so you may attack or cast spells normally, but cannot charge or run. This Talent does not give you the ability to breathe underground, so when passing through solid material, you must hold your breath. If you're protected against fire damage, you can even move through lava. |
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| ===== Enlightenment - Acid Resistance ===== | Additionally, your eyes accustom to the nature of the depths, and you gain Darkvision, if you don't already have it. |
| | </WRAP> |
| | ===== Zenith - Earthbend (Sp) ===== |
| | <WRAP round box> |
| | You command, the earth listens. As a Half Action, spend 5 [[priority:magic#mana|MP]] to move one 5 ft cube of earth and stone per Caster Level to a location you can see within Medium range. You may move all such cubes you are capable of manipulating with a single half action. Each cube of packed earth and stone has Hardness 0 and 180 Hit Points. You may halve or quarter the thickness of a cube to increase the mass that you're working with, but you must halve or quarter the HP of each in this process. |
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| You gain resist acid 10. This resistance increases to 20 at CL 10, and full immunity at CL 15. | You may create pits under creatures with this effect, and they are entitled to a Reflex save to avoid the collapsing ground as you move it. You may likewise entomb creatures - you must manipulate enough squares of earth to completely cover them (thus a Medium creature would require five at minimum, not counting the ground assumed to be beneath them). An entombed creature may be crushed as [[priority:magic:spells:tier8:earthquake#description|Earthquake]] (see "Pinned Beneath Rubble"). Furthermore, you may spend an additional Half Action when casting this Talent to hurl the earth and stone at your enemies. Make a ranged touch attack against a target creature - they take 2d6 bludgeoning damage per cube thrown at them in this manner. This process destroys the cubes used for this purpose. You must use full-size cubes for any of these listed functions. |
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| | Lastly, you may build earth up into structures in this manner, though the GM has the right to disallow a structure which would not be capable of standing. Structures built under a creature may raise it upwards as it is built, but the creatures upon it may jump off with a Reflex save, if unwilling. |
| | </WRAP> |
| ===== Favored Spells ===== | ===== Favored Spells ===== |
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| You may cast the following spells at a 1 MP discount (a spell may never cost less than 1 MP in this manner): | |
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| * [[priority:magic:spells:tier2:stone_call|]] | * [[priority:magic:spells:tier2:stone_call|]] |
| * [[priority:magic:spells:tier5:wall_of_stone|]] | * [[priority:magic:spells:tier5:wall_of_stone|]] |
| * [[priority:magic:spells:tier4:stoneskin|]] | * [[priority:magic:spells:tier4:stoneskin|]] |
| * [[priority:magic:spells:tier7:elemental_body_iv|]] (Earth only) | * [[priority:magic:spells:tier7:elemental_body_iv|]] |
| * [[priority:magic:spells:tier8:earthquake|]] | * [[priority:magic:spells:tier8:earthquake|]] |
| * [[priority:magic:spells:tier9:elemental_swarm|]] (Earth only) | * [[priority:magic:spells:tier9:elemental_swarm|]] |
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| ===== Earth Subdomains ===== | |
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| * [[~:Caves]] | |
| * [[~:Metal]] | |