Gravity Variation
This spell changes the characteristics of a
square region of terrain. The area can be no more
than 120 yards on a side. The priest can effectiveIy turn a flat plain into a slope of any direction,
or may flatten an existing slope. The spell does
not allow the priest to alter the pull of gravity,
however.
This spell lets the priest create or negate a
height differential of as much as 20 feet (a 2"
slope in BATTLESYSTEM rules measurements)
within the area of effect. This can have various
consequences; the best way to discuss the effects
is by example.
Example 1: Two units face each other on a flat
plain. The priest can alter the slope of the terrain
so that one unit is 2" of elevation higher than the
other. The unit that is upslope gains the combat
benefits for higher ground, and the unit that is
downslope must pay the movement cost for moving uphill if it wishes to approach the other unit.
Example 2: One unit is on flat terrain; another
unit, 6" away, is on a hill of 2" elevation. Using
this spell. the priest can effectively eliminate this
difference in elevation (raising the low ground or
lowering the high ground). All combat and
movement involving these two units is then conducted as if there were no elevation difference
(i.e., no movement penalty, no combat benefit
for higher ground, etc.). Alternatively, the priest
could increase the height differential by 2". Combat and movement would now be conducted as if
the total difference in elevation were 4".
Example 3: A unit faces a hill of 3" elevation.
The priest casts gravity variation, decreasing the
effective elevation of the hill to 1". The unit pays
a lower movement point cost to climb the hill.
Alternatively, if the unit facing the hill were an
enemy unit, the priest could increase the effective
elevation to 5".
The priest must specify the degree and direction of change at the moment of casting. These
parameters cannot be changed while the spell remains in effect.
Gravity variation can have dramatic effects on
siege engines and towers. Most siege engines can
be moved only on the most gentle of slopes. By
raising or lowering the effective elevation of siege
engines by 2", the priest can totally immobilize
them by positioning them on a slope too steep to
negotiate. In the case of siege towers, there is a
50% chance that the structures will topple over
(totally destroying them).
The material component is consumed in the casting.
[Tome of Magic]
Sphere: War
(Alteration)
Level: 6
(Alteration)
Level: 6
Range: 10 yards/ level
Components: V, S, M
Duration: 1 turn/ 3 levels
Casting Time: 2 turns
Area of Effect: 120-yard x 120-yard square
Saving Throw: None
Components: V, S, M
Duration: 1 turn/ 3 levels
Casting Time: 2 turns
Area of Effect: 120-yard x 120-yard square
Saving Throw: None
a tiny plumb bob; the plumb line must be made of platinum wire while the bob itself must be a gem of at least 1,000 gp value
Comments