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Realm of Earth in Pathfinder 2e

Realm of Earth - unknown -
ARCANEGEOMANCYOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
Touch You and up to 4 other willing creatures whom have all linked hands to form a circle of sorts Instant N/A
Description
As a Geomancer becomes more in tune with Domhan and Topaz currents, those of Earth, this ancient force seems to develop a kinship, a mutual respect for the stubborness and immoveable will and toughness that the magister time and again proves to have. This change is heralded much like those of the Ruby Order, as reaching its apex when a magister is so blessed as to come to understand how to visit the very heart of this primordial energy, the Realm of Earth.


Spell-Weave DCs: 21, Tier II: 26, Tier III: 31

Weaving the flow of Domhan, you carefully construct a tunnel of sorts, a cavern entrance as if opening a mine. This entrance will manifest itself as a Topaz portal, shimmering, for you and your companions to step through. It is a most complex construction, but manageable enough for a true master of their craft, after all. This spell-form, in its careful architectual like design, is to allow planar travel. This spell form is limited, it may only target the Realm of Earth, and a destination within it. The most common destination of course is the City of Stone, but if you have another in mind, a place you are aware of, you may target that place instead. You and your allies are not subject to any of the negatives most mortals would be on the Plane, as you are welcomed by Domhan, so the environment is not hostile towards you. This does not mean the monsters and creatures and their abilities can not effect you, just that environmental factors do not harm you.

Tier -1: Fail to cast. Roll Minor Miscast
Tier 0: Fail to cast.
Tier II: You may bring up to two additional willing creatures with you.
Tier III: You may bring up to two additional willing creatures with you.

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