6 Earth spells

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:]B
 
Last edited:

log in or register to remove this ad

I like them.

I have a problem with "Mole's Redoubt". I think its to much of an improvement from "Mole's Escape" for 1 spell level. I would either change it to a 6th level spell or make the following changes.

Mole’s Redoubt
Wizard 5 [Earth]
Transmutation
Components: S M
TTC: Standard Action
Range: Touch
Target: Caster & ½ Creatures
Duration: 2 hours per level
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 small to medium sized creatures. The burrow exit is harder to find (DC 30 , -4 if large creatures use burrow, -8 if a huge creature does).
Material Focus: Mole’s Claw


With "Glaze of Stone" I don't see how it would provide a bonus vs. being grappled. I think it should be changed to a +4 bonus vs. Bull Rush. I would also change the bonus to +2 Natural Armor Bonus +1 per 2 levels(maximum of +5 at 8th level), since Shield and Mage Armor provide better bonuses.
 
Last edited:

Some very nice spells. Some changes for clarity, and sense maybe.

First one: Are the stages in rounds? Feet not feat... And should it be subduel damage?

Second one: At one point it says it churns the surface then says it doesn't. It seems like there are two options to the spell. Should it deal damage to underground creatures?

Third: Should have to attack? Why not just have them spend a full round action.

Fourth: This confuses me, does it create the burrow? This is what confuses me: 'The burrow sinks into the earth' Yo might want to go over this personally.....

Fifth: Looks fine.


Overall the concept is sound. Very. But the execution of that idea isn't as well done. This is just a personal preference but I like my spells to be in long (rather then short) hand.
 

Cool, feedback!!!

Darren Ravenshaw
1) Mole's Redoubt - oops, it is a 6th lv spell on my list, I erred in the listing.

2) I gave a +4 Vs trip since you are slow, ponderous, and heavy as a large creature. I gave the same bonus to grapple - you may not be strong, but your limbs are heavy and hard to force into positions. The bonus does not apply to offensive grapple or trip, only to defensive - sort of a 1/4 the normal effects of being large. Glaze of stone is low on the AC as it is a wizards 1st lv spell variant of the druid's 2nd lv barkskin. So it gives less AC (but natural!!) and has a movement penalty, with the grapple/trip as a very minor benefit.

Ferret
1) Hmm. Perhaps the addition of 'on the beginning of a round where a creature is already suffering an earlier effect, the effect that follows it occurs on the next round.'

2) I'm not sure where you are speaking of, could you point out the confusing text?

3) I required the attacking/inflicting damage to convey the feeling of being cemented into place, the earth/stone firmly gripping the target. The spell scavenger earth is somewhat similar, but the earth retaining liquidity, allowing it the flexibility to suck creatures into it. I decided to differentiate the two spells by requiring destruction of this spell compared to the other.

4) Hmm. I'll see if I can be more explicit/clear - I'll post changes to that spell a bit later today!

5) Cool!

**) I'm leaning towards spells that can quickly be read and implemented, as spells too complex bog down play. Given that, some concepts are just too cool, demanding the extra text to give it flavor. I'm trying to straddle the line to accommodate both - but I slip here and there.

B:]B
 

I'm taking a shine Mole’s Escape now. Thats very cool.

1) That could do it, You'll want to trim this and play with it but what about "This spell causes all the ground within a 20 foot radius to pull at creatures and objects if they remain stationary for too long. In the first round the spell……If this succeeds on the second round...otherwise it is repeated"

2)" This spell causes the earth to bubble up from its depths" and "This spell turns over and kills normal vegetation in the area" Sugget that the spell breaks the surface and tills the soil. But then it is said "This spell brings up loose rocks and mortar from structures below the surface, not damaging the surface, but surely revealing it."

Thats what I mean. Also do you think it should damage the creatures it churns up?

3) Ahhh, so it's rock hard solid. Gotcha.

4)This is very nice now like number four.
 

Ok, another earth spell

Undulating Earth
Wizard 5 (Earth)
Transmutation
Components: V S
TTC: Standard Action
Range: 0’
Area: 30’ Radius
Duration: 1 R/LV
Save: Special
SR: No
Starting at the caster’s feet, waves of earth rise 3’ above the ground sweep out, knocking over creatures and overturning objects of large size or smaller. Initially symmetrical, large obstructions and irregularities in the earth alter the pattern of waves, creating a chaotic mix of wakes that move in all directions and form crosscurrents.
While in the area of effect the caster rides a crest, moving 30’ each round as a free action while standing on a 3’ tall wave (usually providing higher ground), though as a move action the caster can maintain his position or move less then 30’ in a round.
Creatures (other then the caster) and objects are struck by earthen waves, buffeting them in all directions. Unattended objects are knocked over, while creatures must make Reflex saves each round. If the save is failed the creature is limited to a move or standard action – not both, on that round. If the save was failed by 5+, then that creature is also knocked prone. Creatures with 4+ legs save at +4, and creatures over medium size gain a size bonus of +2 per size step above medium.

B:]B
 



Remove ads

Top