Spells


Races of Stone

BARD SPELLS

Level 2

Harmonize Starting a bardic music effect only requires a move action.

Level 4

Harmonize, Greater Starting and concentrating on a bardic music effect only requires a move action.

CLERIC SPELLS

Level 2

Stone Fist Unarmed attack damage increases, does not provoke attacks of oppurtunity. Dwarves and Goliaths overcome damage reduction.

Level 5

Earth Hammer Melee weapon's damage increases and becomes bludgeoning, considered adamantine.

DRUID SPELLS

Level 3

Walk the Mountain's Path Creature gains +10 bonus on jump and balance checks, climb speed, and is not hindered by slopes.

Level 8

Earth Glide Creature can swim through earth and stone.

PALADIN SPELLS

Level 2

Stone Fist Unarmed attack damage increases, does not provoke attacks of oppurtunity. Dwarves and Goliaths overcome damage reduction.

Level 3

Earth Hammer Melee weapon's damage increases and becomes bludgeoning, considered adamantine.

SORCEROR/WIZARD SPELLS

Level 3

Walk the Mountain's Path Creature gains +10 bonus on jump and balance checks, climb speed, and is not hindered by slopes.

Level 6

Eye of Stone As Arcane Eye, but sensor can move through stone.

Level 8

Earth Glide Creature can swim through earth and stone.

EYE OF STONE

Divination (Scrying)

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

You create an invisible magical sensor that can move through solid stone and send you visual information. This spell functions like the arcane eye spell (see page 200 of the Player’s Handbook), except that you can move the sensor through stone.

EARTH GLIDE

Transmutation

Level: Druid 8, sorcerer/wizard 8 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You give the subject the ability to glide through earth and stone as easily as an earth elemental does. The affected creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the affected creature flings the creature back 30 feet and stuns the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

EARTH HAMMER

Transmutation

Level: Cleric 5, paladin 3 Components: V Casting Time: 1 swift action Range: Touch Target:Weapon touched Duration: 1 round/level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

You infuse one melee weapon with the power of the earth. The base damage of the weapon improves by one step (as if the weapon were one size category larger). Regardless of the weapon’s normal material and damage type, the weapon deals bludgeoning damage and overcomes damage reduction as if it were made of adamantine. If this spell is cast on a weapon made of a different special material (such as alchemical silver), the properties of that material are replaced with those of adamantine for the duration of the spell.

HARMONIZE

Transmutation

Level: Bard 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D)

You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move action. Concentrating on a bardic music effect that requires concentration still requires a standard action.

HARMONIZE, GREATER

Transmutation

Level: Bard 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D)

You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move action. In addition, concentrating on a bardic music effect that requires concentration only requires a move action. For example, this benefit means that you can maintain concentration on a bardic music effect and cast a spell, make an attack, or begin (or maintain) another bardic music effect.

STONE FIST

Transmutation

Level: Cleric 2, paladin 2 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds. While this spell is in effect, your unarmed attacks do not provoke attacks of opportunity, and they deal lethal bludgeoning damage. The damage that your unarmed attacks deal increases as well, according to your size as given on the table below. If your unarmed strike already deals more damage than the indicated amount, you always use the higher value. In addition, if you are a dwarf or a goliath under the effects of this spell, your unarmed attacks overcome damage reduction as if they were cold iron weapons.

Size Unarmed Damage
Fine 1d3
Diminutive 1d4
Tiny 1d6
Small 1d8
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 6d6
Colossal 8d6
WALK THE MOUNTAIN’S PATH

Transmutation

Level: Druid 3, sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

You infuse the subject with the strength and power of the earth, granting it great ability to climb, jump, and maneuver through mountain pathways. While under the effect of this spell, a creature is not slowed by slopes (see page 89 of the Dungeon Master’s Guide for information on terrain effects), gains a climb speed equal to its base land speed, and gains a +10 enhancement bonus on Jump checks and Balance checks.

Material Component: A small rock or pebble taken from the top of a mountain.