Move Earth (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 6
School: Transmutation

Casting

Casting Time: Ritual (see below)
Components: V, S, M (A handful of clay, loam, or sand, and an iron blade worth 1 gp.)

Effect

Range: Long (200 ft. + 20 ft./lvl)
Target or Area: Earth, sand, gravel, and other dirt in an area up to 750 ft. square
Duration: Permanent
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: No

Description

You hold an iron tool in your hand, and a handful of dirt on the other. You bury the tool in the dirt you hold, and begin to chant, slowly and forcefully, as you weave together the mighty magics of Move Earth. This enormously powerful ritual magic moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. It will move any size of a stone boulder or cobble, as long as it is a discreet separate rock, and it does not move beyond the area of effect. In no event can bedrock be changed, nor can solid rock formations be collapsed or moved.
The area to be affected determines the ritual casting time. The spell can affect a 150 x 150 x 10 foot deep block of earth for every Caster Level of the caster, to a maximum of 35. The smallest dimension possible with this spell is 150 x 150 feet.
For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area allowed in one casting is 750 feet by 750 feet by 10 feet deep, which takes 4 hours and 10 minutes to move and requires 25 base sections.
In addition, portions of the area of effect can be 'stacked up' to make smaller but deeper effects. If desired, the caster can 'stack up' affected blocks of earth to create a 150 x150 x350 foot deep pit (at 35th level), or any other combination. Considering that this spell can be cast multiple times, some truly major excavations can be created!
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures unless specifically called out in their description.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30