jiriku
2010-06-11, 01:38 AM
EARTHBENDER
The Earthbender is a master of martial arts who manipulates earth, stone and even metal as part of his fighting style. This borrows heavily from my earth dreamer class (http://http://www.giantitp.com/forums/showthread.php?t=155003), which is in turn an adaptation of the earth dreamer originally presented in Races of Stone (pp.110-112). The class draws inspiration from the earthbenders of Avatar: LOB, and is made by special request for DrizztFan24.
Changes made in response to Playgrounder feedback are spoilered here
Removed spells that involved a fire or cold element, and removed low-level spells that directly affect metal.
Eliminated Swim from the class skill list.
Reflavored the earth elemental wild shape to more appropriately reflect canonical Earthbender powers.
GAME RULE INFORMATION
Earthbenders have the following game statistics.
Abilities: Strength is the most important ability for an Earthbender, as it determines the effectiveness of his melee attacks and how difficult most of his maneuvers are to resist. Dexterity and Constitution are key for use of many of the Earthbender's class skills and secondary abilities.
Alignment: Any
Hit Die: d6
{table=head]Level|Base Attack|Fort|Ref|Will|Special|Unarmed Strike Damage|Maneuvers Known|Maneuvers Readied|Maneuvers Granted
1st|
+0|
+2|
+2|
+2|Stone power 1/day, earth sense, improved unarmed strike|1d6|6|4|1
2nd|
+1|
+3|
+3|
+3|Hung Gar style|1d6|7|4|2
3rd|
+2|
+3|
+3|
+3|DR 1/adamantine|1d6|8|5|2
4th|
+3|
+4|
+4|
+4|Mettle|1d8|9|5|2
5th|
+3|
+4|
+4|
+4|Stone power 2/day (earth projection)|1d8|10|6|2
6th|
+4|
+5|
+5|
+5|Lesser tremorsense|1d8|11|6|3
7th|
+5|
+5|
+5|
+5|DR 2/adamantine|1d8|12|6|3
8th|
+6/+1|
+6|
+6|
+6|Earth dream|2d6|13|7|3
9th|
+6/+1|
+6|
+6|
+6|Stone power 3/day (rock shield)|2d6|14|7|4
10th|
+7/+2|
+7|
+7|
+7|Tremorsense|2d6|15|8|4
11th|
+8/+3|
+7|
+7|
+7|Earth sight, DR 4/adamantine|2d6|16|8|4
12th|
+9/+4|
+8|
+8|
+8|Earth glide|3d6|17|8|4
13th|
+9/+4|
+8|
+8|
+8|Stone power 4/day (stone shell)|3d6|18|9|4
14th|
+10/+5|
+9|
+9|
+9|Greater tremorsense|3d6|19|9|5
15th|
+11/+6/+1|
+9|
+9|
+9|DR 6/adamantine|3d6|20|10|5
16th|
+12/+7/+2|
+10|
+10|
+10|Earth armor 1/day (large)|4d6|21|10|5
17th|
+12/+7/+2|
+10|
+10|
+10|Stone power 4/day (indomitability)|4d6|22|10|5
18th|
+13/+8/+3|
+11|
+11|
+11|Earth armor 2/day|4d6|23|11|5
19th|
+14/+9/+4|
+11|
+11|
+11|DR 10/adamantine|4d6|24|11|5
20th|
+15/+10/+5|
+12|
+12|
+12|Earth armor 3/day (huge)|6d6|25|12|6[/table]
CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
An Earthbender's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Tumble (Dex).
CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best suited to tasks involving ranged combat, manipulating earth and stone, and exploration of underground areas.
Weapon and Armor Proficiency: The Earthbender gains proficiency with monk weapons and with his unarmed strikes. He gains no proficiency with armor or with shields.
Maneuvers: An Earthbender begins play knowing six martial maneuvers. Hung Gar Kung Fu teaches four styles: the Stone Dragon Style, and also the styles of Crane, Mantis, and Tiger. Accordingly, you may select your maneuvers from the Stone Dragon, Diamond Mind, Setting Sun, or Tiger Claw disciplines, or from from the Earthbender power list. Powers learned from the Earthbender list are supernatural abilities, but their save DCs, level-based variables, and other effects function as if they were maneuvers. All Earthbender powers that refer to your caster level use your martial initiator level instead, and all references to your casting attribute should use your highest ability bonus.
Like a swordsage, you may use each maneuver only once per encounter before it is expended. Also like a swordsage, however, you may take a full-round action to focus your chi and recover a single expended maneuver. It is then available for use once more.
Earth Sense: An Earthbender gains Earth Sense as a bonus feat, provided he meets the prerequisites.
Improved Unarmed Strike: You gain the Improved Unarmed Strike feat.
Hung Gar Style: At second level, the Earthbender learns to defend himself with Hung Gar kung fu. Add your Constitution bonus to your AC.
Damage Reduction (Ex): At 3rd level, an Earthbender gains some of the steadfastness and solidity of earth. While in contact with the earth, he gains damage reduction 1/adamantine. The Earthbender loses his damage reduction whenever he is not standing upon solid ground. This damage reduction increases by 1 at 7th level, and by 2 at 11th, 15th, and 19th level.
Mettle (Ex): A 4th level Earthbender learns to embrace the steadfastness of earth and stone. Whenever he is subject to a harmful effect that offers half damage or a partial effect on a successful Fortitude or Will save, he instead ignores the effect entirely on a successful save. The GM's judgement may be necessary in situations where this ability produces a nonsensical result.
Stone Power (Su): Upon reaching 5th level, the Earthbender learns to channel the earth dream to his allies, granting some of the solidity and resilience of the earth to himself and all willing allies within 30 feet. An Earthbender can activate Stone Power as an immediate action, once per day. To use this ability, the Earthbender must be standing upon solid ground, and only allies who are also standing upon solid ground can claim Stone Power's benefit. Stone Power has the earth descriptor.
At 1st level, the Earthbender can grant stability: all affected allies gain a +4 bonus to resist bull rush and trip attempts until the beginning of the Earthbender's next turn.
At 5th level, the Earthbender gains an additional use per day of Stone Power, and can grant earth projection: projections of stone jut up beneath any affected allies, providing momentum for a leap or handholds for climbing. The targets add the Earthbender's Constitution bonus to any Balance, Climb, Jump, or Tumble checks they make. This effect lasts until the beginning of the Earthbender's next turn.
At 9th level, the Earthbender gains an additional use per day of Stone Power, and can grant rock shield: all affected allies are protected by stone barriers with hardness 8 and a number of hit points equal to the Earthbender's Constitution bonus until the beginning of the Earthbender's next turn. These barrier offers cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
At 13th level, the Earthbender gains an additional use per day of Stone Power, and can grant stone shell: all affected allies are enclosed by hemispherical stone shells with hardness 8 and a number of hit points equal to the Earthbender's full Constitution score until the beginning of the Earthbender's next turn. These shells render the ally immobile, but provide total cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
At 17th level, the Earthbender gains an additional use per day of Stone Power, and can grant indomitability: all affected allies gain immunity to death effects, negative energy, ability damage, ability drain, annihilation effects such as disintigrate, implosion, or a sphere of annihilation, confusion and insanity effects, imprisonment, and teleportation or planar travel. This effect lasts one round.
Lesser Tremorsense (Ex): Beginning at 6th level, an Earthbender is so in tune with the earth that he gains the tremorsense ability with a range of 10 feet.
Earth Dream (Sp): By attuning himself to the earth dream, an Earthbender of 8th level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing the Earthbender to ask one question and receive a short, often cryptic answer. An Earthbender's chance of receiving an answer is 70% + 2% per Earthbender level, and the dream reveals only correct answers.
The earth dream ability can be used only to answer questions that are related in some way to the mountains. In general, the dreamer can get answers to questions about creatures, objects, and locations that are within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same Earthbender use the same dice result and reveal the same answer each time.
Using this ability takes 10 minutes, and the Earthbender can use it once each day.
Tremorsense (Ex): Beginning at 10th level, an Earthbenders connection to the earth improves, and the range of his tremorsense ability increases to 30 feet.
Earth Sight (Su): An Earthbender of 11th level can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The Earthbender can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the Earthbender's Con modifier.
Earth Glide (Su): A 12th level Earthbender may move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of its presence. A move earth spell cast on an area containing an earth gliding Earthbender flings the dreamer back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the Earthbender's Con modifier.
Greater Tremorsense (Ex): Beginning at 14th level, an Earthbenders connection to the earth improves even further, and the range of his tremorsense ability increases to 60 feet.
Earth Armor(Su): At 16th level, an Earthbender gains the ability to encase his form in earth, stone, or crystal once per day. He may increase his size if he wishes, up to a maximum of Large. He gains the bonuses to Strength, Dexterity, Constitution and natural armor as if he were an earth elemental of his size, and gains Earth Mastery, Push, and Earth Glide as per the earth elemental description. He also gains the feats listed for an earth elemental of his size. He retains his own type and racial attributes, but gains the earth subtype. The effect lasts one minute per Earthbender level, or until the Earthbender changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon activating earth armor, the Earthbender regains hit points (but nothing else) as if he had rested for the night. If slain in armored form, he reverts to his normal shape (but remains dead).
The Earthbender gains an additional use per day of this ability at 18th and 20th level. At 20th level, he may use this ability to assume up to huge size.
Earthbender POWER LIST
The Earthbender power list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
1st Level: climb walls (SC 47), endure elements (PHB 226), fist of stone (SC 94), foundation of stone (SC 99), hail of stone (SC 108), magic stone (PHB 251), pass without trace (PHB 259), rapid burrowing (SC 166), sandblast (SC 180), shillelagh (PHB 278), waste strider (SS 128).
2nd Level: barkskin (PHB 203), beastland ferocity (SC 25), burrow (SC 41), earth lock (SC 75), earthbind (SC 76), earthen grace (SC 76), earthen grasp (SC 76), earthfast (SC 76), easy climb (SC 76), halo of sand (SS 117), mountain stance (SC 144), saltray (SC 179), scimitar of sand (SS 120), soften earth and stone (PHB 280), spider climb (PHB 283).
3rd Level: bands of steel (reflavored as stone) (SC 24), control sand (SS 112), crumble (SC 56), eradicate earth (SC 84), forestfold (SC 98), giant's wrath (SC 105), meld into stone (PHB 252), nature's rampart (SC 146), primal form (earth only) (SC 161), soul of the waste (SS 121), stone shape (PHB 284), stony grasp (SC 209), strength of stone (SC 211), tremor (SC 223), tremorsense (SC 224).
4th Level: blast of sand (SS 112), burrow, mass (SC 41), fuse sand (SS 116), heart of earth (PH2 106), land womb (SC 130), rain of spines (PH2 114), sandform (SS 119), sarcophagus of stone (SC 180), spike stones (PHB 283), stone sphere (SC 209), stoneskin (PHB 284), sudden stalagmite (SC 213), wall of salt (SS 127), wall of sand (SC 235), wingbind (SC 240).
5th Level: choking sands (SS 112), earth reaver (SC 75), indomitability (SC 121), ironguard, lesser (SC 125), passwall (PHB 259), stone shape, greater (SC 208), telekinesis (stone or metal objects only) (PHB 292), transmute mud to rock (PHB 295), transmute rock to mud (PHB 295), transmute sand to glass (SS 124), transmute sand to stone (SS 124), transmute stone to sand (SS 125), wall of stone (PHB 299), xorn movement (SC 244).
6th Level: awaken sand (111), bones of the earth (PH2 104), cometfall (SC 60), hardening (SC 109), move earth (PHB 257), stone body (SC 207), stone tell (PHB 284), stonehold (SC 209), tunnel swallow (SC 225).
7th Level: earthquake (PHB 225), elemental body (earth only) (SC 78), great worm of the earth (PH2 106), heart of stone (SC 111), ironguard (SC 125), master earth (SC 139), maw of stone (SC 141), phase door (PHB 261), statue (PHB 284), wrack earth (PH2 128).
8th Level: bombardment (SC 37), excavate (SC 85), iron body (PHB 245), repel metal or stone (PHB 271).
9th Level: genius loci (earth only) (PH2 105), freedom/imprisonment (PHB 233, 244), shadow landscape (SC 184), undermaster (SC 227).
The Earthbender is a master of martial arts who manipulates earth, stone and even metal as part of his fighting style. This borrows heavily from my earth dreamer class (http://http://www.giantitp.com/forums/showthread.php?t=155003), which is in turn an adaptation of the earth dreamer originally presented in Races of Stone (pp.110-112). The class draws inspiration from the earthbenders of Avatar: LOB, and is made by special request for DrizztFan24.
Changes made in response to Playgrounder feedback are spoilered here
Removed spells that involved a fire or cold element, and removed low-level spells that directly affect metal.
Eliminated Swim from the class skill list.
Reflavored the earth elemental wild shape to more appropriately reflect canonical Earthbender powers.
GAME RULE INFORMATION
Earthbenders have the following game statistics.
Abilities: Strength is the most important ability for an Earthbender, as it determines the effectiveness of his melee attacks and how difficult most of his maneuvers are to resist. Dexterity and Constitution are key for use of many of the Earthbender's class skills and secondary abilities.
Alignment: Any
Hit Die: d6
{table=head]Level|Base Attack|Fort|Ref|Will|Special|Unarmed Strike Damage|Maneuvers Known|Maneuvers Readied|Maneuvers Granted
1st|
+0|
+2|
+2|
+2|Stone power 1/day, earth sense, improved unarmed strike|1d6|6|4|1
2nd|
+1|
+3|
+3|
+3|Hung Gar style|1d6|7|4|2
3rd|
+2|
+3|
+3|
+3|DR 1/adamantine|1d6|8|5|2
4th|
+3|
+4|
+4|
+4|Mettle|1d8|9|5|2
5th|
+3|
+4|
+4|
+4|Stone power 2/day (earth projection)|1d8|10|6|2
6th|
+4|
+5|
+5|
+5|Lesser tremorsense|1d8|11|6|3
7th|
+5|
+5|
+5|
+5|DR 2/adamantine|1d8|12|6|3
8th|
+6/+1|
+6|
+6|
+6|Earth dream|2d6|13|7|3
9th|
+6/+1|
+6|
+6|
+6|Stone power 3/day (rock shield)|2d6|14|7|4
10th|
+7/+2|
+7|
+7|
+7|Tremorsense|2d6|15|8|4
11th|
+8/+3|
+7|
+7|
+7|Earth sight, DR 4/adamantine|2d6|16|8|4
12th|
+9/+4|
+8|
+8|
+8|Earth glide|3d6|17|8|4
13th|
+9/+4|
+8|
+8|
+8|Stone power 4/day (stone shell)|3d6|18|9|4
14th|
+10/+5|
+9|
+9|
+9|Greater tremorsense|3d6|19|9|5
15th|
+11/+6/+1|
+9|
+9|
+9|DR 6/adamantine|3d6|20|10|5
16th|
+12/+7/+2|
+10|
+10|
+10|Earth armor 1/day (large)|4d6|21|10|5
17th|
+12/+7/+2|
+10|
+10|
+10|Stone power 4/day (indomitability)|4d6|22|10|5
18th|
+13/+8/+3|
+11|
+11|
+11|Earth armor 2/day|4d6|23|11|5
19th|
+14/+9/+4|
+11|
+11|
+11|DR 10/adamantine|4d6|24|11|5
20th|
+15/+10/+5|
+12|
+12|
+12|Earth armor 3/day (huge)|6d6|25|12|6[/table]
CLASS SKILLS (6 + Int mod per level, x4 at 1st level)
An Earthbender's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Tumble (Dex).
CLASS FEATURES
Your spells and class features make you well-suited to a variety of roles, but you are best suited to tasks involving ranged combat, manipulating earth and stone, and exploration of underground areas.
Weapon and Armor Proficiency: The Earthbender gains proficiency with monk weapons and with his unarmed strikes. He gains no proficiency with armor or with shields.
Maneuvers: An Earthbender begins play knowing six martial maneuvers. Hung Gar Kung Fu teaches four styles: the Stone Dragon Style, and also the styles of Crane, Mantis, and Tiger. Accordingly, you may select your maneuvers from the Stone Dragon, Diamond Mind, Setting Sun, or Tiger Claw disciplines, or from from the Earthbender power list. Powers learned from the Earthbender list are supernatural abilities, but their save DCs, level-based variables, and other effects function as if they were maneuvers. All Earthbender powers that refer to your caster level use your martial initiator level instead, and all references to your casting attribute should use your highest ability bonus.
Like a swordsage, you may use each maneuver only once per encounter before it is expended. Also like a swordsage, however, you may take a full-round action to focus your chi and recover a single expended maneuver. It is then available for use once more.
Earth Sense: An Earthbender gains Earth Sense as a bonus feat, provided he meets the prerequisites.
Improved Unarmed Strike: You gain the Improved Unarmed Strike feat.
Hung Gar Style: At second level, the Earthbender learns to defend himself with Hung Gar kung fu. Add your Constitution bonus to your AC.
Damage Reduction (Ex): At 3rd level, an Earthbender gains some of the steadfastness and solidity of earth. While in contact with the earth, he gains damage reduction 1/adamantine. The Earthbender loses his damage reduction whenever he is not standing upon solid ground. This damage reduction increases by 1 at 7th level, and by 2 at 11th, 15th, and 19th level.
Mettle (Ex): A 4th level Earthbender learns to embrace the steadfastness of earth and stone. Whenever he is subject to a harmful effect that offers half damage or a partial effect on a successful Fortitude or Will save, he instead ignores the effect entirely on a successful save. The GM's judgement may be necessary in situations where this ability produces a nonsensical result.
Stone Power (Su): Upon reaching 5th level, the Earthbender learns to channel the earth dream to his allies, granting some of the solidity and resilience of the earth to himself and all willing allies within 30 feet. An Earthbender can activate Stone Power as an immediate action, once per day. To use this ability, the Earthbender must be standing upon solid ground, and only allies who are also standing upon solid ground can claim Stone Power's benefit. Stone Power has the earth descriptor.
At 1st level, the Earthbender can grant stability: all affected allies gain a +4 bonus to resist bull rush and trip attempts until the beginning of the Earthbender's next turn.
At 5th level, the Earthbender gains an additional use per day of Stone Power, and can grant earth projection: projections of stone jut up beneath any affected allies, providing momentum for a leap or handholds for climbing. The targets add the Earthbender's Constitution bonus to any Balance, Climb, Jump, or Tumble checks they make. This effect lasts until the beginning of the Earthbender's next turn.
At 9th level, the Earthbender gains an additional use per day of Stone Power, and can grant rock shield: all affected allies are protected by stone barriers with hardness 8 and a number of hit points equal to the Earthbender's Constitution bonus until the beginning of the Earthbender's next turn. These barrier offers cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
At 13th level, the Earthbender gains an additional use per day of Stone Power, and can grant stone shell: all affected allies are enclosed by hemispherical stone shells with hardness 8 and a number of hit points equal to the Earthbender's full Constitution score until the beginning of the Earthbender's next turn. These shells render the ally immobile, but provide total cover, and any damage that would be dealt to the target is dealt to the barrier instead. Once a barrier is destroyed, excess damage spills over and affects the target normally.
At 17th level, the Earthbender gains an additional use per day of Stone Power, and can grant indomitability: all affected allies gain immunity to death effects, negative energy, ability damage, ability drain, annihilation effects such as disintigrate, implosion, or a sphere of annihilation, confusion and insanity effects, imprisonment, and teleportation or planar travel. This effect lasts one round.
Lesser Tremorsense (Ex): Beginning at 6th level, an Earthbender is so in tune with the earth that he gains the tremorsense ability with a range of 10 feet.
Earth Dream (Sp): By attuning himself to the earth dream, an Earthbender of 8th level or higher can pull knowledge from the mountains. This ability works like the divination spell in many ways, allowing the Earthbender to ask one question and receive a short, often cryptic answer. An Earthbender's chance of receiving an answer is 70% + 2% per Earthbender level, and the dream reveals only correct answers.
The earth dream ability can be used only to answer questions that are related in some way to the mountains. In general, the dreamer can get answers to questions about creatures, objects, and locations that are within 50 miles of a mountain, including underground or hidden locations. As with the augury and divination spells, multiple uses of this ability regarding the same topic by the same Earthbender use the same dice result and reveal the same answer each time.
Using this ability takes 10 minutes, and the Earthbender can use it once each day.
Tremorsense (Ex): Beginning at 10th level, an Earthbenders connection to the earth improves, and the range of his tremorsense ability increases to 30 feet.
Earth Sight (Su): An Earthbender of 11th level can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The Earthbender can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the Earthbender's Con modifier.
Earth Glide (Su): A 12th level Earthbender may move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or any other sign of its presence. A move earth spell cast on an area containing an earth gliding Earthbender flings the dreamer back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the Earthbender's Con modifier.
Greater Tremorsense (Ex): Beginning at 14th level, an Earthbenders connection to the earth improves even further, and the range of his tremorsense ability increases to 60 feet.
Earth Armor(Su): At 16th level, an Earthbender gains the ability to encase his form in earth, stone, or crystal once per day. He may increase his size if he wishes, up to a maximum of Large. He gains the bonuses to Strength, Dexterity, Constitution and natural armor as if he were an earth elemental of his size, and gains Earth Mastery, Push, and Earth Glide as per the earth elemental description. He also gains the feats listed for an earth elemental of his size. He retains his own type and racial attributes, but gains the earth subtype. The effect lasts one minute per Earthbender level, or until the Earthbender changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
Upon activating earth armor, the Earthbender regains hit points (but nothing else) as if he had rested for the night. If slain in armored form, he reverts to his normal shape (but remains dead).
The Earthbender gains an additional use per day of this ability at 18th and 20th level. At 20th level, he may use this ability to assume up to huge size.
Earthbender POWER LIST
The Earthbender power list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
1st Level: climb walls (SC 47), endure elements (PHB 226), fist of stone (SC 94), foundation of stone (SC 99), hail of stone (SC 108), magic stone (PHB 251), pass without trace (PHB 259), rapid burrowing (SC 166), sandblast (SC 180), shillelagh (PHB 278), waste strider (SS 128).
2nd Level: barkskin (PHB 203), beastland ferocity (SC 25), burrow (SC 41), earth lock (SC 75), earthbind (SC 76), earthen grace (SC 76), earthen grasp (SC 76), earthfast (SC 76), easy climb (SC 76), halo of sand (SS 117), mountain stance (SC 144), saltray (SC 179), scimitar of sand (SS 120), soften earth and stone (PHB 280), spider climb (PHB 283).
3rd Level: bands of steel (reflavored as stone) (SC 24), control sand (SS 112), crumble (SC 56), eradicate earth (SC 84), forestfold (SC 98), giant's wrath (SC 105), meld into stone (PHB 252), nature's rampart (SC 146), primal form (earth only) (SC 161), soul of the waste (SS 121), stone shape (PHB 284), stony grasp (SC 209), strength of stone (SC 211), tremor (SC 223), tremorsense (SC 224).
4th Level: blast of sand (SS 112), burrow, mass (SC 41), fuse sand (SS 116), heart of earth (PH2 106), land womb (SC 130), rain of spines (PH2 114), sandform (SS 119), sarcophagus of stone (SC 180), spike stones (PHB 283), stone sphere (SC 209), stoneskin (PHB 284), sudden stalagmite (SC 213), wall of salt (SS 127), wall of sand (SC 235), wingbind (SC 240).
5th Level: choking sands (SS 112), earth reaver (SC 75), indomitability (SC 121), ironguard, lesser (SC 125), passwall (PHB 259), stone shape, greater (SC 208), telekinesis (stone or metal objects only) (PHB 292), transmute mud to rock (PHB 295), transmute rock to mud (PHB 295), transmute sand to glass (SS 124), transmute sand to stone (SS 124), transmute stone to sand (SS 125), wall of stone (PHB 299), xorn movement (SC 244).
6th Level: awaken sand (111), bones of the earth (PH2 104), cometfall (SC 60), hardening (SC 109), move earth (PHB 257), stone body (SC 207), stone tell (PHB 284), stonehold (SC 209), tunnel swallow (SC 225).
7th Level: earthquake (PHB 225), elemental body (earth only) (SC 78), great worm of the earth (PH2 106), heart of stone (SC 111), ironguard (SC 125), master earth (SC 139), maw of stone (SC 141), phase door (PHB 261), statue (PHB 284), wrack earth (PH2 128).
8th Level: bombardment (SC 37), excavate (SC 85), iron body (PHB 245), repel metal or stone (PHB 271).
9th Level: genius loci (earth only) (PH2 105), freedom/imprisonment (PHB 233, 244), shadow landscape (SC 184), undermaster (SC 227).