Friday 8 September 2017

Magic: Earth Spells

Magic: Earth Spells

Here's some earth spells from D&D 3.5 Spell Compendium. Earthen Grace makes the subject impervious to earth and stone attacks. Earthen Grasp turns the earth into a grappling arm. Easy Climb creates a path of handholds and footholds. Tremor creates a directed earthquake that knocks creatures down.

Earthen Grace
Regular

The subject is becomes hard to harm with earth or stone. He gains DR against earth and stone attacks, such as the Stone Missile spell, sling stones, stone hammers, falls on earth and collisions with stone walls.
Duration: 10 minutes.
Cost: 2 per DR 4 to cast. Half that to maintain.
Time to cast: 3 seconds.
Prerequisite: 4 Earth spells.

Item
Jewelry. Always on. Energy cost to create: 800 per DR 4.

Earthen Grasp
Regular

Earth beneath the victim’s feet shapes itself into an earthen arm and grabs the victim’s leg. The caster rolls against the spell skill to grab the victim, and the victim defends at -2, if he did not expect this spell. If the earthen arm grabs the victim’s leg successfully, it continues to hold him with ST 13. Treat this as a grapple. If the earthen arm grabs a running victim, he falls and takes 1d-2 crushing damage.
Duration: 5 seconds.
Cost: 2 to cast. Same cost to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Shape Earth.

Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 400.

Easy Climb
Regular

You shape an earth or rock surface, creating a 1-yard wide, vertical path of handholds and footholds. All Climbing rolls made to climb the affected surface are made at a +5 bonus.
Duration: 1 hour.
Cost: 2 per 5 yards of the path to cast. Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Shape Earth.

Item
Staff, wand, or jewelry. Usable only by mages. Energy cost to create: 400.

Tremor
Missile

The caster creates a tremor that is directed at the target along the ground. This attack has 1/2D 5, Max 50, and has Acc 3. On a hit, the tremor is on target; otherwise, use the Scatter rule (see p. B414) to determine a new target point. Once you know the target point, imagine (or trace on a battle map) a line between the attacker and that point. Targets stuck by this attack must make a DX roll or be knocked down, taking 1d-4 crushing damage. Targets beyond the 1/2D range resist at +3.
Cost: 3 to cast.
Time to cast: 1 second.
Prerequisites: Magery 1 and Shape Earth.

Item
Staff or wand. Usable only by mages. Cost to create: 1,200 energy.

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