Beholder Bob
First Post
More spells - feedback sought.
Scavenger Earth
Wizard 4 (Earth)
Transformation
Components: V S M
TTC: Full Round
Range: M (100' + 10'/LV)
Area: 20’ Radius
Duration: 1 R/LV
Save: None (Special)
SR: No
This spell alters the nature of the earth in the area of effect, causing it to pull beneath its surface any creature or object that remains motionless for more then 1 round. For purpose of this spell, motionless is defined as not leaving a 5’ square during a round. This spell pulls them under the surface in progressively more severe stages, moving onto the next stage if the prior stage is still in effect on the beginning of the following round.
1st The earth clings to the lower limbs of creatures large size or smaller. A Reflex save avoids capture, else the creature is held in place, needing a DC 15 STR check (apply size modifier for grapple) as a move action to free itself. Unattended objects of large size or smaller have their bases subsumed, requiring DC 15 check to free it.
2nd The earth surges up while pulling it under – requiring a DC 20 STR check (apply size modifier for grapple) to free itself as a full round action. Objects are pulled halfway into the earth, requiring a DC 25 STR check to free it.
3rd Creatures are buried up to their necks and objects are submerged into the earth, buried 3’ deep.
4th Creatures not struggling are buried, sinking 3’ each round to a depth of 15’, as are objects. Creatures able to struggle avoid this stage, though they take 1 point of non-lethal damage each round it struggles.
Material Component: An intact Gopher jaw.
Churn the Earth
Wizard 3 (Earth)
Transmutation
Components: V S F
TTC: Full Round
Range: M (100’ + 10’/LV)
Effect: 10’ sq, 10’/LV deep
Duration: 1 R/LV
Save: Special
SR: Yes
This spell causes the earth to bubble up from its depths, spilling out the contents beneath the earth. Not able to work through solid rock, it does work through sand, soil, gravel, and swampland. This tills the soil and slays normal vegetation of less the huge size, inflicting 1d6 damage each round to plant creatures that must remain rooted (non-ambulatory root based plants).
This spell pulls out loose rocks, coffins, creatures from burrows, and other items buried beneath the earth.
Creatures in burrows that are dug up are allowed Reflex saves each round to avoid being pulled to the surface, on a failed save it rises to the surface prone. Creatures made of soil, dirt, or sand in the area of effect make Will saves each round or lose all actions on any round they fail their save. Material Component: Set of mole claws
Hunger of the Earth
Wizard 2 (Earth)
Transformation
Components: V S F
TTC: Standard Action
Range: C (25’+5’/2 LV)
Effect: 1 Creature
Duration: Instantaneous
Save: Reflex negates
SR: None
This spell causes a single creature to sink into the earth up the their thighs, the earth or stone locking onto the creature like a vise if they fail the Reflex save. Creatures so caught are bound by the earth and are unable to move or reorient themselves to face other directions, denying them DEX mod to their AC. In order to escape, the earth and stone that entraps their legs must be cleared, stone having 4-8 hardness depending on the type of stone, while earth has a 4 hardness, and mud a 2 hardness. The material has HP equal 10 + 5/LV of the caster. Others may attempt to free the trapped creature, though attack rolls must be made against an AC of 8 and a natural 1 indicates the trapped creature is struck. The earth or stone is not magical and so this spell may not be dispelled, though magic effects the entrapping materials normally.
Material Focus: Mole’s tooth
Mole’s Escape
Wizard 4 [Earth]
Transmutation
Components: S F
TTC: Standard Action
Range: Touch
Target: Caster & ½ Creatures
Duration: 10 MIN/LV
Save: Will Negates (Harmless)
SR: Yes (Harmless)
This spell digs into the earth, creating a tunnel that leads to a burrow just large enough to accommodate the caster and 1 medium sized creature/2 LV. This burrow can accommodate a large creature, treating it as 4 creatures, while every 2 steps below medium a creature counts as ½ a medium sized one.
The burrow entrance must be placed in either an unoccupied square or the caster’s square, allowing the caster to literally disappear down the ‘rabbit hole’.
The tunnel opening is difficult to spot, requiring a DC 25 spot to locate (-4 DC if the burrow accommodates large creatures).
It takes a full round to crawl through the burrow, 2 full rounds if squeezing through and only 2 creatures may enter or exit the burrow in a round.
The burrow fails to form if there is not enough soil, if it would break into an open area or solid rock, or if it would impinge into enchanted soil. If the burrow is dispelled, all subjects in the burrow appear on top of the soil prone.
Material Focus: Mole’s Claw
Mole’s Redoubt
Wizard 6 [Earth]
Transmutation
Components: S M
TTC: Standard Action
Range: Touch
Target: Caster & ½ Creatures
Duration: 1 Day/5 LV
Save: Will Negates (Harmless)
SR: Yes (Harmless)
This spell functions as Mole’s Escape with the following exceptions; it has a longer duration. It effects more creatures, and can now affect a huge creature, treating it as 8 medium sized creatures. The burrow exit is harder to find (base DC 35, -8 if it can accommodate a huge creature). It also allows creatures in the burrow to heal 1 extra HP/HD each day they rest in it.
Material Focus: Mole’s Claw
Glaze of Stone
Wizard 1 (Earth)
Conjuration
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Duration: 1 MIN/LV
Save: None
SR: No
This spell coats the caster in a thin layer of flexible stone of the same type used as the material component. While so coated, the caster’s movement is cumbersome, reducing his movement to ½ speed and incapable of running. This heavy coating does aid the caster, however, granting an enhancement bonus of +(1+¼ LV) natural AC and a +4 enhancement bonus to resist being tripped or grappled.
Material Component: A 1+ lb. rock.
B
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Scavenger Earth
Wizard 4 (Earth)
Transformation
Components: V S M
TTC: Full Round
Range: M (100' + 10'/LV)
Area: 20’ Radius
Duration: 1 R/LV
Save: None (Special)
SR: No
This spell alters the nature of the earth in the area of effect, causing it to pull beneath its surface any creature or object that remains motionless for more then 1 round. For purpose of this spell, motionless is defined as not leaving a 5’ square during a round. This spell pulls them under the surface in progressively more severe stages, moving onto the next stage if the prior stage is still in effect on the beginning of the following round.
1st The earth clings to the lower limbs of creatures large size or smaller. A Reflex save avoids capture, else the creature is held in place, needing a DC 15 STR check (apply size modifier for grapple) as a move action to free itself. Unattended objects of large size or smaller have their bases subsumed, requiring DC 15 check to free it.
2nd The earth surges up while pulling it under – requiring a DC 20 STR check (apply size modifier for grapple) to free itself as a full round action. Objects are pulled halfway into the earth, requiring a DC 25 STR check to free it.
3rd Creatures are buried up to their necks and objects are submerged into the earth, buried 3’ deep.
4th Creatures not struggling are buried, sinking 3’ each round to a depth of 15’, as are objects. Creatures able to struggle avoid this stage, though they take 1 point of non-lethal damage each round it struggles.
Material Component: An intact Gopher jaw.
Churn the Earth
Wizard 3 (Earth)
Transmutation
Components: V S F
TTC: Full Round
Range: M (100’ + 10’/LV)
Effect: 10’ sq, 10’/LV deep
Duration: 1 R/LV
Save: Special
SR: Yes
This spell causes the earth to bubble up from its depths, spilling out the contents beneath the earth. Not able to work through solid rock, it does work through sand, soil, gravel, and swampland. This tills the soil and slays normal vegetation of less the huge size, inflicting 1d6 damage each round to plant creatures that must remain rooted (non-ambulatory root based plants).
This spell pulls out loose rocks, coffins, creatures from burrows, and other items buried beneath the earth.
Creatures in burrows that are dug up are allowed Reflex saves each round to avoid being pulled to the surface, on a failed save it rises to the surface prone. Creatures made of soil, dirt, or sand in the area of effect make Will saves each round or lose all actions on any round they fail their save. Material Component: Set of mole claws
Hunger of the Earth
Wizard 2 (Earth)
Transformation
Components: V S F
TTC: Standard Action
Range: C (25’+5’/2 LV)
Effect: 1 Creature
Duration: Instantaneous
Save: Reflex negates
SR: None
This spell causes a single creature to sink into the earth up the their thighs, the earth or stone locking onto the creature like a vise if they fail the Reflex save. Creatures so caught are bound by the earth and are unable to move or reorient themselves to face other directions, denying them DEX mod to their AC. In order to escape, the earth and stone that entraps their legs must be cleared, stone having 4-8 hardness depending on the type of stone, while earth has a 4 hardness, and mud a 2 hardness. The material has HP equal 10 + 5/LV of the caster. Others may attempt to free the trapped creature, though attack rolls must be made against an AC of 8 and a natural 1 indicates the trapped creature is struck. The earth or stone is not magical and so this spell may not be dispelled, though magic effects the entrapping materials normally.
Material Focus: Mole’s tooth
Mole’s Escape
Wizard 4 [Earth]
Transmutation
Components: S F
TTC: Standard Action
Range: Touch
Target: Caster & ½ Creatures
Duration: 10 MIN/LV
Save: Will Negates (Harmless)
SR: Yes (Harmless)
This spell digs into the earth, creating a tunnel that leads to a burrow just large enough to accommodate the caster and 1 medium sized creature/2 LV. This burrow can accommodate a large creature, treating it as 4 creatures, while every 2 steps below medium a creature counts as ½ a medium sized one.
The burrow entrance must be placed in either an unoccupied square or the caster’s square, allowing the caster to literally disappear down the ‘rabbit hole’.
The tunnel opening is difficult to spot, requiring a DC 25 spot to locate (-4 DC if the burrow accommodates large creatures).
It takes a full round to crawl through the burrow, 2 full rounds if squeezing through and only 2 creatures may enter or exit the burrow in a round.
The burrow fails to form if there is not enough soil, if it would break into an open area or solid rock, or if it would impinge into enchanted soil. If the burrow is dispelled, all subjects in the burrow appear on top of the soil prone.
Material Focus: Mole’s Claw
Mole’s Redoubt
Wizard 6 [Earth]
Transmutation
Components: S M
TTC: Standard Action
Range: Touch
Target: Caster & ½ Creatures
Duration: 1 Day/5 LV
Save: Will Negates (Harmless)
SR: Yes (Harmless)
This spell functions as Mole’s Escape with the following exceptions; it has a longer duration. It effects more creatures, and can now affect a huge creature, treating it as 8 medium sized creatures. The burrow exit is harder to find (base DC 35, -8 if it can accommodate a huge creature). It also allows creatures in the burrow to heal 1 extra HP/HD each day they rest in it.
Material Focus: Mole’s Claw
Glaze of Stone
Wizard 1 (Earth)
Conjuration
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Duration: 1 MIN/LV
Save: None
SR: No
This spell coats the caster in a thin layer of flexible stone of the same type used as the material component. While so coated, the caster’s movement is cumbersome, reducing his movement to ½ speed and incapable of running. This heavy coating does aid the caster, however, granting an enhancement bonus of +(1+¼ LV) natural AC and a +4 enhancement bonus to resist being tripped or grappled.
Material Component: A 1+ lb. rock.
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