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6 Earth spells
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<blockquote data-quote="Beholder Bob" data-source="post: 1786337" data-attributes="member: 12866"><p><strong>Ok, another earth spell</strong></p><p></p><p>Undulating Earth</p><p>Wizard 5 (Earth)</p><p>Transmutation</p><p>Components: V S</p><p>TTC: Standard Action</p><p>Range: 0’</p><p>Area: 30’ Radius</p><p>Duration: 1 R/LV</p><p>Save: Special</p><p>SR: No</p><p> 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. </p><p> 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.</p><p> 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.</p><p></p><p><span style="color: Red">B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1786337, member: 12866"] [b]Ok, another earth spell[/b] 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. [COLOR=Red]B:]B[/COLOR] [/QUOTE]
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