Archives of Nethys

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Wizard Class Details | Arcane Discoveries | Schools | Archetypes

Earth (Elemental School)

Source Advanced Player's Guide pg. 142 (Amazon)
The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.

Earth Supremacy (Su): You gain a +2 enhancement bonus to your CMD to resist bull rush, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Acid Cloud (Su): As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Earth Glide (Su): At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.

Magma School

Source Elemental Master's Handbook pg. 21
Associated School: Earth or Fire.

Replacement Powers: The following school powers replace the acid cloud and earth glide powers of the earth school and the fire jet and dancing flame powers of the fire school.

Magma Furrow (Su): As a standard action, you can send forth a 20-foot line of magma. Any creature in this line takes 1d6 points of fire damage + 1 point for every 2 wizard levels you have. A successful Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) halves this damage. In addition, the ground in this area remains molten for another 1d4 rounds. Creatures that begin their turns in the area can move out that turn without penalty, but those that enter the area each take 1d6 points of fire damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Lava Shield (Su): At 8th level, you can create a barrier of lava to protect you for 1 round as a standard action. Choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover from attacks that pass through this edge, and you gain the benefits of fire shield (warm shield) while adjacent to the lava shield. You can dismiss the lava shield as a free action, and it disappears immediately if you leave your space. You can use this ability a number of rounds per day equal to half your wizard level.

Mud School

Source Elemental Master's Handbook pg. 21
Associated School: Earth or Water.

Replacement Powers: The following school powers replace the acid cloud and earth glide powers of the earth school and the cold blast and wave powers of the water school.

Hindering Muck (Su): As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Mud Missile (Su): At 8th level, you can fling a ball of hardened mud at a foe within 30 feet as a standard action. If you succeed at a ranged touch attack, the mud slams into the target’s face, dealing 1d6 points of bludgeoning damage for every 2 wizard levels you have and blinding the target for 1d4 rounds. A creature can remove the blinding mud from itself or another creature with a successful Strength check (DC = 10 + half your wizard level) as a standard action. You can use this ability a number of times per day equal to half your wizard level.

Earth Elementalist Wizard Spells

0 - acid splash
1st - corrosive touch, expeditious excavation, grease, mudball, stone fist, stone shield, thunderstomp
2nd - acid arrow, create pit, elemental speech, elemental touch, glitterdust, molten orb, resist energy, shatter, stone call, stone discus, summon monster ii
3rd - burrow, draconic reservoir, elemental aura, heart of the metal, protection from energy, raging rubble, resist energy, communal, shifting sand, spiked pit, stinking cloud, thunderstomp, greater
4th - acid pit, calcific touch, detonate, dragon's breath, earth glide, elemental body i, obsidian flow, protection from energy, communal, stone shape, stoneskin, summon monster iv, vitriolic mist
5th - acidic spray, corrosive consumption, elemental body ii, hungry pit, passwall, planar adaptation, planar binding, lesser, stoneskin, communal, summon monster v, transmute mud to rock, transmute rock to mud, wall of stone
6th - acid fog, elemental body iii, flesh to stone, move earth, planar binding, stone to flesh, summon monster vi, tar pool, wall of iron
7th - caustic eruption, elemental body iv, planar adaptation, mass, rampart, reverse gravity, statue, summon monster vii
8th - iron body, planar binding, greater, summon monster viii, wall of lava
9th - clashing rocks, gate, world wave