By touching the land and claiming Dominion over it the caster gains the ability to command the aspects of the terrain around them (i.e. the ground, water, and plants) within 60 ft.
The PC roles 12(1d20 + 2) to determine how much influence (points) they have over the land. Those points can be spent on different bonus actions during their turn. The caster has 30 minutes in game to spend their points or lose them, the points are also lost if the caster goes into a new type of terrain. It can also be cast as a 6th level 14(2d20 + 3) or a 9th level 34(3d20 + 4) spell. The spell can only be cast once every 30 minutes in the same terrain.
- 2 points - create quicksand/pitfall/whirlpool anywhere within 60 ft. of the caster. Enemies must pass a DC 16 dexterity check or be grappled. For an additional 2 pts. add in spikes/shards for 8(2d4 + 4) piercing damage.
- 5 points - create a barrier 10 feet tall, ten feet wide, and two feet thick of the available material within 60 ft. of the caster.
- 10 points - hurdle a mass of the terrain equivalent to 1/2 of the barrier at an enemy or group of enemies for bludgeoning damage.
- Enemies must pass a DC 17 dexterity check; Failure - take full damage and be knocked prone, Success - take half damage and avoid being knocked prone.
- Damage depends on the material used: rock/stone - 4d10, dirt/sand - 4d8, water 4d6, and vegetation - 4d4.
- 15 points - create multiple barriers (up to 5) or encircle a 20 ft diameter area with a barrier.
- For an additional 3 pts. add in spikes/shards for 8(2d4 + 4) piercing damage.
- 20 points - create a golem out of the available material that can act independently of the caster. The golem will last for 30 minutes or until it is destroyed/unmade.
Outside of combat the caster can use this spell to remove difficult terrain penalties in a 10 ft. radius around them for 30 minutes; this ends if the party moves onto a different type of terrain. This cannot be used in addition to the other functions of the spell.
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