Moving Mountain (Spell)

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Level: Sorcerer/Wizard 6
School: Abjuration

Casting

Casting Time: Standard Action
Components: V, S, M (A handful of scribed river pebbles, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 15-ft.-diameter sphere
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You make broad, circular gestures, long, jagged spikes of rock pouring from your hands as you swirl into existence a gigantic grinding mass of splintering stone shards, fifteen feet in diameter.
Once called into existence, in an open square adjacent to your space, you may expend a move action to command the grinding mass of stone shards to roll in whichever direction you point and abrade all creatures it moves adjacent to, or who move adjacent to it, once per round per creature. (It does not harm the caster upon creation, although it is wise to move it quickly away.) It can also be commanded to avalanch (requiring a standard action) in a brutal tide of jagged stone, affecting all creatures within twenty feet of its space (an 11 x 11 square space, centered on the sphere). When commanded to avalanch it inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of piercing (physical, common) damage, with a saving throw as above for half damage. Avalanching in this fashion does not end the spell.
It moves 50 feet per Move action the caster expends, using either Walk or Earth Glide as its movement type, in any combination desired. As part of this movement, it can move through up to 50 feet of natural earth and stone to strike a target. If it enters a space adjacent to a creature, it deals 6d6 points of abrasion (physical, uncommon) damage and inflicts three squares of Push to that creature, though a successful save as defined above halves the damage and negates the Push.
If not directed to move, the sphere stays at rest and damages and pushes any creatures who moves adjacent to it, once per round per creature.
It occupies a space as a creature does, and can be moved around by Combat maneuver checks, and its space can be entered (at the cost of being abraded) through normal means such as Overruns or Clamber. It is not a creature or an ally, does not flank or make attacks of opportunity, and cannot be targeted for buff or debuff effects. The surface of the sphere is made of sharp, jagged stone spikes and chips, densely packed, which hurts but yields.
The Moving Mountain is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability equal to the Spell's Caster Level at the time of casting. The difficulty of a Sunder check against the Mountain is the Maneuver Defense of the Caster. It cannot batter down large obstacles, or inflict any Siege Damage. A Moving Mountain crumbles to sand, then dust, then vanishes, if it exceeds the spell's range.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.