Wrath Of The Land
Keywords:
WRATH-OF-THE-LAND, WRATH_OF_THE_LAND, WRATHOFTHELAND
Category:
magic:spell
Syntax: commune 'wrath of the land'
The earth churns and trembles as the the final words of this commune are uttered. Wrath of the land brings forth the anger of the Goddess Kahryn to any who are nearby the caster. Small children may stumble from this, and shelves will be cleared as the earth tosses and turns until for the duration of this spell.
RP Combat Information:
Spell Type: Ranged Area of Effect (80ft Radius)
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: 8d6
Damage Type: Bludgeoning
Remarks: Creates an intense, but highly localized tremor which rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time several things happen:
-- Cracks open in the earth, and every creature on the ground has a chance to fall into one; DC15 save to avoid falling into a fissure.
Note: At the end of the spell, all fissures grind shut, doing 8d6 bludgeoning damage any creatures still trapped within.
-- Any spellcaster on the ground must make a DC15 save or lose their concentration on any spell he or she tries to cast.
-- Creatures on the ground within the affected area can move only half their speed (15ft) and any attacks are made with disadvantage.
-- Any structure standing on open ground takes damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.
The earth churns and trembles as the the final words of this commune are uttered. Wrath of the land brings forth the anger of the Goddess Kahryn to any who are nearby the caster. Small children may stumble from this, and shelves will be cleared as the earth tosses and turns until for the duration of this spell.
RP Combat Information:
Spell Type: Ranged Area of Effect (80ft Radius)
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: 8d6
Damage Type: Bludgeoning
Remarks: Creates an intense, but highly localized tremor which rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time several things happen:
-- Cracks open in the earth, and every creature on the ground has a chance to fall into one; DC15 save to avoid falling into a fissure.
Note: At the end of the spell, all fissures grind shut, doing 8d6 bludgeoning damage any creatures still trapped within.
-- Any spellcaster on the ground must make a DC15 save or lose their concentration on any spell he or she tries to cast.
-- Creatures on the ground within the affected area can move only half their speed (15ft) and any attacks are made with disadvantage.
-- Any structure standing on open ground takes damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.