TEXT: Spheres Apocrypha: 
  Nature 
  Talents: 
  Earth
  
  Basic Talents
  Earthlord (earth)
  When determining the radius area of your earth geomancing 
  abilities, increase the radius by 5 ft. per (earth) talent you 
  possess.
  Foundation (earth, spirit)
  (requires dirt, sand, or stone): While concentrating on any 
  Earth geomancing ability, you gain a deflection bonus to AC 
  and CMD equal to 2 +1 per 5 caster levels. Alternatively, you 
  may as a standard action spend a spell point to gain these ben-
  efits for 1 minute per caster level. However, you temporarily 
  lose these benefits on any round that you end your turn not 
  standing on dirt, sand, or stone.
  Granulation (earth, geomancing)
  As an instantaneous effect, you may spend a spell point to 
  spontaneously create loose dirt or sand in an area within range. 
  You may reduce the spell point cost by 1 (minimum 0) if you 
  choose to break apart rock and stone already present (reducing 
  their thickness by 1 inch, +1 inch per 5 caster levels), instead 
  of creating the dirt or sand spontaneously. The created sand 
  or dirt is enough to cover a 5 ft. + 5 ft. per 5 caster levels radius 
  area. While this is its own geomancing ability, you may com-
  bine this effect with another earth package geomancing ability 
  as part of the same standard action, in which case the second 
  geomancing ability comes into effect immediately. You must 
  pay any costs associated with both abilities to combine them 
  in this manner.
  Collapsing Structures with Granulation:
  Generally speaking, single castings of Granulation on stone 
  structures will not not be enough to compromise the struc-
  tural integrity of a building. Should half of the structure’s load 
  bearing columns, keystones, or walls be reduced to half thick-
  ness or less, a weakened area is created. Those who notice the 
  weakened area (with a successful DC 20 Craft (stonemasonry) 
  or Knowledge (engineering) check), may exacerbate the sit-
  uation by destroying half of the structure’s load-bearing ob-
  jects, triggering a cave-in or collapse. Rules for the cave-in and 
  collapse hazard have been provided in the appendix for your 
  convenience.
  Sandstone (earth, geomancing)
  (requires dirt or sand): As an instantaneous effect, you may 
  spend a spell point to transform dirt or sand into stone in an 
  area within range. The size of the created rock or stone de-
  pends both on your caster level and the radius of dirt or sand 
  you target. Alternatively, you may encase a dirt or sand covered 
  target in 1 inch thick stone. Refer to Table: Sandstone to de-
  termine the maximum target size to be encased. For every size 
  smaller the encased target is than the required radius of dirt or 
  sand, either double the thickness of the stone or increase the 
  number of encased targets. Creatures and objects are allowed a 
  Reflex save to avoid being trapped in stone. On a failure, crea-
  tures or objects caught in the area are encased; To escape, they 
  must pass an Escape Artist or Strength check (equal to your 
  bury geomancing DC) as a full-round action; alternatively, a 
  creature may break free by dealing sufficient damage to the 
  rock or stone. Stone has a hardness of 15 and 2 hit points per 
  inch. On a successful save, affected targets are still entangled 
  and immobilized until they escape or 1 minute per caster level, 
  whichever comes first.
  Table: Sandstone
  Minimum 
  Caster Level
  Required Radius of 
  Dirt/Sand
  Created Rock or 
  Stone Size 
  Maximum Target Size 
  Encased
  Rock or Stone Weight 
  (maximum)
  1
  1-ft. radius
  Diminutive
  Small
  1 lbs
  1
  5-ft. radius
  Tiny
  Medium
  8 lbs
  2
  10-ft. radius
  Small
  Large
  60 lbs
  4
  15-ft. radius
  Medium
  Huge
  500
  8
  20-ft. radius
  Large
  Gargantuan
  2 tons
  16
  25-ft. radius
  Huge
  Colossal
  16 tons
  32
  30-ft. radius
  Gargantuan
  Colossal+
  125 tons
  Nature Talents:  
  Earth
  
  Unearth (earth, geomancing)
  As a concentration effect, you may manipulate the earth sur-
  rounding a creature or object forcing them to be pushed or 
  pulled 5 ft. + 5 ft. per 5 caster levels each round toward the 
  surface (Fort save negates). While affected, the target is unable 
  to burrow or Earth Glide, but is otherwise unimpeded. You 
  may only target a creature or object whose location you have 
  pinpointed (such as with a successful Perception check or with 
  tremorsense). Unless the target has Earth Glide, the creature 
  cannot be forcefully moved through stone (or lava if the target 
  possesses fire resistance 20+ or fire immunity), but rather only 
  sand or dirt. Each round, the target is allowed a new Fortitude 
  save to end the effect.
  Spellcrafted Spells
  Bless/Corrupt Earth (earth) [curse]
  Sphere Nature
  Cost 2 spell points
  Casting Time full-round action
  Range close
  Duration instantaneous; see text
  Prerequisites Fate sphere, Nature sphere (earth package), 
  Forge Earth
  Crafting Time 3 days
  Effect This spell functions as the Forge Earth talent, except 
  that you may also choose to bless or curse the affected land for 
  1 year per 2 caster levels (minimum 1 year). 
  Enrichment: Earth that is blessed, will yield a 50% more crops, 
  attempting to use magic to grow plants in this area will grant 
  a luck bonus to its caster level equal to +1 per 5 caster levels 
  (minimum 1).
  Stunt Growth: Earth that is cursed, will yield 50% less crops, 
  attempting to use magic to grow plants in this area will grant 
  a penalty to its caster level equal to -1 per 5 caster levels (min-
  imum -1).
  You can only have one bless/corrupt earth spell in effect at one 
  time. If you cast this spell while another casting is still in ef-
  fect, the previous casting is dispelled. In addition, an area can 
  only be under the effect of one instance of either bless earth or 
  corrupt earth at a time. Casting bless earth on an area affected 
  by corrupt earth requires a successful magic skill check (which 
  dispels the effect). Casting corrupt earth on an area affected 
  by bless earth requires a successful magic skill check (which 
  dispels the effect). Dispelling bless/corrupt earth only removes 
  the enrichment or stunt growth properties of the spell.
  Earth Surfing (earth, spirit)
  Sphere Nature
  Cost 2 spell points
  Casting Time full-round action
  Range personal
  Duration concentration
  Prerequisites Nature sphere (earth package), Telekinesis 
  sphere
  Crafting Time 3 days
  Effect (requires stone): This spell moves the earth beneath the 
  caster granting one of the following each round: 
  Increases the caster’s land speed by 10 ft. + 5 ft. per 5 caster 
  levels.
  Moves the caster over land at a speed of 40 ft. + 20 ft. per 5 
  caster levels. This movement does not provoke attacks of op-
  portunity, is not impacted by difficult terrain, and occurs even 
  if the caster is immobilized or would suffer movement speed 
  penalties.
  Mudslide (earth, water, geomancing)
  Sphere Nature
  Cost 2 spell points
  Casting Time full-round action
  Area 10-ft. line, +5 ft. per 5 caster levels
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  Prerequisites Nature sphere (earth package, water package, 
  Wave)
  Crafting Time 3 days
  Effect Those within the area of effect must make a Reflex 
  save or take 2d4 +1d4 per caster level bludgeoning damage and 
  become immobilized as per bury from the earth geomancing 
  package. Those that make the Reflex save only take half dam-
  age and are not immobilized. If combined with Create Water, 
  the size of the line increases to 30 ft. + 5 ft. per 2 caster levels.
  Sand Barrier (earth, geomancing)
  Sphere Nature
  Cost 2 spell points
  Casting Time full-round action
  Range close (25 ft. + 5 ft. per 2 caster levels)
  Duration concentration
  
  Appendix
  Cave-Ins and Collapses (CR 8)
  Cave-ins and collapsing tunnels are extremely dangerous. Not 
  only do dungeon explorers face the danger of being crushed 
  by tons of falling rock, but even if they survive they might be 
  buried beneath a pile of rubble or cut off from the only known 
  exit. A cave-in buries anyone in the middle of the collapsing 
  area, and then sliding debris damages anyone in the periphery 
  of the collapse. A typical corridor subject to a cave-in might 
  have a bury zone with a 15-ft. radius and a 10-ft. wide slide 
  zone extending beyond the bury zone. A weakened ceiling can 
  be spotted with a DC 20 Knowledge (engineering) or DC 20 
  Craft (stonemasonry) check. Remember that Craft checks can 
  be made untrained as Intelligence checks. A dwarf can make 
  such a check if he simply passes within 10 feet of a weakened 
  ceiling.
  A weakened ceiling might collapse when subjected to a major 
  impact or concussion. A character can cause a cave-in by de-
  stroying half the pillars holding up the ceiling.
  Characters in the bury zone of a cave-in take 8d6 points of 
  damage, or half that amount if they make a DC 15 Reflex save. 
  They are subsequently buried. Characters in the slide zone 
  take 3d6 points of damage, or no damage at all if they make a 
  DC 15 Reflex save. Characters in the slide zone who fail their 
  saves are buried.
  Characters take 1d6 points of nonlethal damage per minute 
  while buried. If such a character falls unconscious, he must 
  make a DC 15 Constitution check each minute. If it fails, he 
  takes 1d6 points of lethal damage each minute until freed or 
  dead.
  Characters who aren’t buried can dig out their friends. In 1 
  minute, using only her hands, a character can clear rocks and 
  debris equal to five times her heavy load limit. The amount of 
  loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 
  pounds). Armed with an appropriate tool, such as a pick, crow-
  bar, or shovel, a digger can clear loose stone twice as quickly as 
  by hand. A buried character can attempt to free himself with a 
  DC 25 Strength check.
  Credits
  Creative Director: Adam Meyers
  Author: Derfael Oliveira
  Layout: Rachel Meyers
  Art: Gennifer Bone
  Saving Throw none; Spell Resistance no
  Prerequisites Nature sphere (earth package), Protection 
  sphere
  Crafting Time 3 days
  Effect (requires sand or loose dirt): You may create a 10 ft. + 
  5 ft. per 5 caster levels radius wall of sand within range. The 
  wall is spherical in shape and stops movement, and blocks both 
  line of sight and line of effect. The sand barrier grants both to-
  tal cover and total concealment against creatures on opposite 
  sides of the wall while the wall is at full hp, or partial cover and 
  concealment if at half hit points or more. A sand barrier with 
  less than half its hit points remaining does not block line sight, 
  line of effect, or grant cover or concealment. If creating the 
  wall would cause it to go through a creature or animated ob-
  ject, the sand barrier shunts the creature just outside the effect 
  of the sphere. Creatures who are ethereal or who possess a bur-
  row speed do not have their movement impeded by the wall.
   
  The wall has a hardness of 4 + 1 per 5 caster levels, 
  hit points equal to your caster level (minimum 1), and a Break 
  DC of 15 + 1/2 your caster level. If an attack is directed at a 
  target through the wall, the attack first deals its damage to the 
  wall itself. If this damage is enough to destroy the wall, the 
  attack continues on its intended target, although damage dealt 
  to the wall is subtracted from any damage done to the target 
  or targets. Burst-effect attacks such as splash weapons, fireball 
  spells, or others attempting to travel through the wall explode 
  at the barrier’s edge and also must overcome the wall’s hp to 
  damage the targets on the other side.
   
  If you maintain your wall through concentration, its 
  hp is renewed each round on your turn.
  Stalagmite (earth, geomancing)
  Sphere Nature
  Cost 2 spell points
  Casting Time full-round action
  Duration concentration
  Saving Throw Reflex half; Spell Resistance yes
  Prerequisites Nature sphere (earth package), Destruction 
  sphere (crystal blast)
  Crafting Time 3 days
  Effect (requires sand or loose dirt) This spell functions as dust 
  storm from the earth package. Each round while it is in ef-
  fect, you may as a swift action cause a stalagmite to instanta-
  neously solidify out of the sand, impaling a target within the 
  sand cloud. The stalagmite deals 2d4 + 1d4 points of piercing 
  damage per caster level (Reflex half). In addition, a target that 
  fails to make a saving throw against this spell and takes damage 
  from it is impaled on the stalagmite and cannot move from its 
  current location until it makes an Escape Artist or Strength 
  check against the spell’s DC. All stalagmites created fall away 
  naturally once the dust storm ends and can be removed in oth-
  er ways as well, such as dealing 3 points of damage per caster 
  level to the stalagmite. The stalagmite is 1 ft. wide at its base 
  and rises 5 ft. + 5 ft. per 5 caster levels tall. If it encounters a 
  ceiling before it reaches its maximum height, it stops growing.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Spheres Apocrypha - Nature Talents Earth.pdf