Move Earth

When cast, the move earth spell moves dirt (clay, loam, sand) and its other components. Thus embankments can be collapsed, hillocks moved, dunes shifted, etc. However, in no event can rock prominences be collapsed or moved. The area to be affected dictates the casting time; for every 40 yd. X 40 yd. surface area and 10 feet of depth, one turn of casting time is required. The maximum area that can be affected is 240 yd. x 240 yd., which takes four hours. If terrain features are to be moved — as compared to simply caving in banks or walls of earth — it is necessary that an Earth Elemental be subsequently summoned to assist. All spell casting or summoning must be completed before any effects occur. As any summoned earth elemental will perform most of its work underground, it is unlikely that it will be intercepted or interrupted. Should this occur, however, the movement of the earth requiring its services must be stopped until the elemental is once again available. Should the elemental be slain or dismissed, the move earth spell is limited to collapsing banks or walls of earth.

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.

Note: This spell does not violently break the surface of the ground. Instead it creates wave-like crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and so on, are relatively unaffected, save for changes in elevation and relative topography.

[Player's Handbook]
School: Alteration
Level: 6
Rarity: Common
Range: 10 yards/level
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: None
Material Components: a mixture of soils (clay, loam, sand) in a small bag and an iron blade (consumed)

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