Level
3rd
Casting Time
1 Action
Range/Area
250 ft.
Components
V, M *
Duration
30 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

You take control of the earth itself in a cube of 100 ft that you can see within your range. The multiple effects are what you can use to your advantage. As an action on your turn, you can repeat the same effect multiple times, or choose another one and not be allowed to use this spell again until you have rested.

Tremor. the ground itself is at your command. You can make a smaller earthquake, not as affecting but useful enough. Any targets within a 20 ft distance must throw a Dexterity save. Targets that fail must take 3d8 damage and movement is reduced by 15 ft. Those who succeed receive half damage, and do not get movement reduction.

Environmental cure wounds. Any creatures within a 5 ft radius regain a number of hit points equal to 2d8 + spellcasting modifier. This has no effect on constructs or undead.

Parting the land. You are able to make the land move aside or clear an opening for highly dense areas. This spell's effect is similar to Part water, but more land based. The trench itself extends for 2x the range distance. Once the spell ends or you choose a different effect, the land itself will revert to its original form. If anyone is still inside the trench once it ends, they will take 2d6 Bludgeoning damage.

Earthly trap. You can create a trap either a hole out of nowhere (6 ft in height, 8 ft in width) in a radius of 10 to 15 ft. This can also be used as a means to protect items as well but requires a bit of time to create (additional 5 minutes).

An earth trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, gates, and even magical portals or devices that open portals, and so forth). 

When you cast this spell, you select a target area of effect no greater than 15 ft radius sphere centered on the object.  You have the choice of excluding from the are of effect:

1)  the object itself

2) the object and it's contents (i.e. a chest and what is inside it)

3) one side of a door/gate/ etc.

When the object is opened by anyone other than you or people that know (not say) a password you may assign, earthly shake occurs, and a hole is created. The shake deals 2d8 points of damage. Dexterity saves to evade the hole and receive half damage. Dex fail results in 1d6 damage. 

An earthly trapped item cannot have a second closure or warding spell placed on it.  Doing so detonates the Earthly Trap.

An unsuccessful dispel magic spell does activate the spell, a successful one will of course dispel the fire trap.

This spell is somewhat detectable by a successful Investigation check against your spell save DC to be found.  While no skill can disable it, many methods may activate the trap from a safe distance.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of increases by 1d8 for each slot level above 4th.

 

* - (Requires a hand of dirt from the surrounding area. Does not work on buildings easily, but it is possible)

Available For: Druid (Legacy) Ranger (Legacy) Cleric (Legacy) - Nature Domain (Legacy)

D31ta_05

Comments

Posts Quoted:
Reply
Clear All Quotes