A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

15 April 2015

[A to Z April] M is for Molehill (spell)

http://www.a-to-zchallenge.com/
Deand and Flakim stood and watched the battlefield, their heads nodding up and down slowly. "Kreaz is really enjoying himself far too much," Deand said. In the distance a green-clad dwarf cast spells, one after another.

Flakim murmured his agreement with the halfling's comment. "We should really put a stop to this. He's not playing fair."

Their heads bobbed up and down: up as yet another orc flew into the air, launched by an erupting nodule of earth that quickly subsided; down as the orc fell from over one hundred feet in the air to land with a wet sound on the ground, never to move again.

"Yes," Deand said. "Unfair. Truly. It almost makes you feel sorry for those disgusting creatures, doesn't it?" Another orc shouted as it--briefly--experienced the sensation of flight.

"As you say, Deand. Almost."


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Molehill

Transmutation [earth]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 5-ft. square
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No

Molehill causes a 5-ft. square area of ground to erupt suddenly beneath a target’s feet. The earth erupts 30 feet into the air, launching the target creature 30 feet into the air, plus 5 feet per caster level (maximum 130 feet). The earth then immediately subsides, thereby allowing the target creature to fall back to the original ground level. The target creature may make a Reflex save (DC 15) to convert the first 1d6 of falling damage to nonlethal damage. A successful Tumble Check (DC 15) allows the creature to ignore the first 1d6 of falling damage and instead converts the second 1d6 of falling damage to nonlethal damage.


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Previous "M"s:
2014: M is for Marsh Blade (item)
2013: M is for Middlemurk Church (map)
2012: M is for Myth Voice (feat)
2011: M is for Maerl Dardar (npc)


1 comment:

S. L. Hennessy said...

As you said, almost. Get them!

Good luck with the A to Z Challenge!
A to Z Co-Host S. L. Hennessy
http://pensuasion.blogspot.com/

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