Far Corners of the World
Foundations of Stone:
Spells of the Mountains

By James Jacobs

Mountain - Rob AlexanderThe dwarves have known for ages that powerful magic lies dormant in the mountains of the world. The tallest peaks, the grandest ranges, and even the lowly foothills are more than mere landmarks on the world -- they are foci of powerful forces. These spells provide but a small sampling of attempts to capture, harness, and focus these energies. Dwarven spellcasters originally researched the majority of these spells, but their use is so great that many other mountain-dwelling races and explorers have adopted them as their own.

Avalanche of Devastation
Conjuration (Creation)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 feet (see text)
Effect: Cone-shaped avalanche 40 feet long (see text)
Duration: Concentration, maximum 1 round per level (see text)
Saving Throw: Reflex half
Spell Resistance: No

Avalanche of destruction causes jagged pinnacles of stone to erupt from the ground before the caster. The pinnacles rise to a height of 10 feet, then immediately crumble into rubble that flows and fills a 40-foot cone (aimed along the ground in the direction the caster chooses). The spell creates the effects of an avalanche within the cone. Each round the spell lasts, the avalanche advances another 40 feet, extending the cone (in both length and width). The leading 40 feet of this swath is the active portion of the avalanche, and the area behind the leading edge is filled with rubble. For example, i the second round, the avalanche fills an 80-foot cone, the 40-foot section closest to the point of origin is just rubble, and the outer 40 feet is filled with moving, grinding rock. On the third round, the spell fills a 120-foot cone, the 80-foot section closest to the point of origin is just rubble, and the outer 40 feet is filled moving, grinding rock.

If you move away from your initial position while concentrating on maintaining this spell, its effects continue but do not move along with you. The starting location of the avalanche of devastation is fixed at the point where you cast the spell. Once the spell ends, the stones (both the moving, grinding stones and the rubble behind them) vanish instantly, leaving behind a swath of ruin and devastation.

Any creatures, objects, or structures caught in the active portion of the avalanche must make a successful Reflex save or take 8d6 points of bludgeoning damage. Structures are particularly vulnerable to this damage, and they do not apply their hardness to the damage inflicted unless their hardness is 11 or higher.

A Huge or smaller creature or object that takes damage from this spell (even on a successful Reflex save) is buried by rubble. A buried creature takes 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of normal damage each minute thereafter until freed or dead. A creature can dig to freedom automatically if it has a burrow speed, otherwise it must make a successful Strength check (DC 24) to extract itself. Attempting a Strength check in this manner is a full-round action, and failure to escape automatically inflicts 1d6 points of nonlethal damage on the character.

The area behind the 40-foot-long active portion of this spell remains buried with rubble to depths of up to 10 feet as long as the spell lasts. Creatures buried here continue to take nonlethal damage, and those who enter this area of unstable ground move at half normal speed.

This spell can be cast only when you are standing on solid ground. If you cast it while in mountainous terrain, its effects continue for 3 rounds after you cease concentrating.

Foundation of Stone
Transmutation
Level: Cleric 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Foundation of stone infuses the targeted creatures with enhanced dwarven stability as long as they remain standing on solid ground. The creatures get a +4 bonus on ability checks made to resist being bull rushed or tripped. This bonus stacks with that granted by the dwarven stability trait.

If this spell is cast in mountainous terrain, all affected targets gain a +6 bonus against bull rush and trip attacks.

Giant's Wrath
Transmutation
Level: Cleric 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Effect: One pebble per 3 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as a standard action that provokes an attack of opportunity. The instant the pebble leaves contact with your hand, its size and the force of its throw increase dramatically; the pebble transforms into a boulder as if thrown by a hill giant. The boulder has a range increment of 120 feet, and you must succeed at a ranged attack to strike a target with the boulder. If you hit the target, the boulder inflicts 2d6 points of bludgeoning damage. You gain an insight bonus equal to half your caster level on attack rolls and damage rolls with these boulders.

The size and nature of the hurled boulders increases as you gain levels. At 9th level, the boulder damage increases to 2d8 points of bludgeoning damage. At 13th level, the boulders deal an additional 2d6 points of fire damage on a hit. At 17th level, the range increment for the boulders increases to 180 feet and the critical damage multiplier for the boulders increases to 3.

If you drop a pebble or give it to another creature, the pebbles' magic dissipates harmlessly.

Material Component: The pebbles to be transmuted.

Magnetic Pulse
Conjuration (Creation)
Level: Druid 4, Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You call upon the powerful magnetic forces of the vast lodes of metal hidden deep within the mountains to focus on a specific point in range. All unattended ferrous metallic objects that weigh less than 10 pounds per caster level are immediately hurled in a random direction to a point just beyond the area of the spell's burst. All creatures in the area take 5d6 points of damage. Alternatively, you can direct the spell inward, and all unattended ferrous metallic objects are hurled toward the center of the area; this inflicts 3d6 points of damage to all of the objects and to all creatures in the area . A successful Reflex saving throw negates the damage done by either type of magnetic pulse.

Attended ferrous metal objects are affected differently by this spell. Fairly small ferrous metal objects worn on the body (such as jewelry) are whisked off the creature's body unless he makes a Reflex save. Most jewelry pieces (especially magic items), however, are not made of ferrous metal. Characters in ferrous metal armor (which is most metal armor) are subjected to a trip attack made by a Large creature with an effective Strength of 22 (the bonus on the trip attack is +4 for size and +6 for Strength for a total bonus of +10). Similarly, the spell makes a disarm attack (using your base attack bonus + 6 for the spell's effective Strength) against any ferrous weapons or objects held in an affected creature's hands. Creatures made primarily of ferrous metal (such as iron golems) are subjected to a bull rush attack from a Large creature. The effective Strength is 22 (+4 size and +6 Strength for +10 bonus on the check) in the direction of the pulse.

If this spell is cast in mountainous terrain, the area is doubled to a 60-foot-radius burst, and the pulse's effective Strength score increases to 30 (+10 Strength bonus).

Material Component: A lodestone.

Surefooted Stride
Transmutation
Level: Bard 2, Ranger 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Your stride becomes confident and sure in mountainous terrain. You can move through dense rubble at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on all Climb checks. Additionally, you treat mountainous terrain as plains for the purpose of determining your overland movement through such terrain.

Material Component: A tiny walking stick set with a jacinth chip worth at least 10 gp.

Surefooted Stride, Mass
Transmutation
Level: Bard 5, Ranger 4, Sorcerer/Wizard 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which may be more than 30 feet apart

This spell functions as surefooted stride, except as indicated here.

Material Component: A tiny walking stick set with a fire sapphire chip worth at least 100 gp.


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