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Quaking Roots

Malloc’s ire has been raised and his wrath shall be felt. The caster calls upon Malloc’s power to summon forth powerful roots to thrash about causing the very earth itself to quake.

Effect

1 Lost, failure, and patron taint.
2 - 11 Lost. Failure.
12 - 15 Failure, but spell is not lost.
16 - 17 In an area of the caster’s choosing within range of the spell powerful roots erupt from the ground in a 20′ radius. These roots flail about possibly striking creatures in that area (3d6 damage, DC 12 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks and spell checks.
18 - 21 In an area of the caster’s choosing within range of the spell, large, powerful roots erupt from the ground in a 20′ radius. These roots flail about, actively seeking to strike creatures in the area (4d6 damage, DC 15 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks, and spell checks.
22 - 23 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 30′ radius. These roots flail about, actively seeking to strike creates in the area (5d6 damage, DC 16 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
24 - 26 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 40′ radius. These roots flail about, actively seeking to strike creates in the area (6d6 damage, DC 18 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
27 - 31 In an area of the caster’s choosing within range of the spell, extremely large and powerful roots erupt from the ground in a 45′ radius. These roots flail about, actively seeking to strike creatures in the area (8d6 damage, DC 20 Reflex for half). In addition the ground begins to shake violently from the thrashing, -3 to attack rolls, skill checks, and spell checks.
32 - 33 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 50′ radius. These roots flail about actively seeking to strike creatures in the area (10d6 damage, DC 22 Reflex for half). In addition the ground begins to shake violently from the thrashing, -4 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of minor structural damage.
34 - 35 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 60′ radius. These roots flail about actively seeking to strike creatures in the area (15d6 damage, DC 25 Reflex for half). In addition the ground begins to shake violently from the thrashing, -5 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of major structural damage.
36+ In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 80′ radius. These roots flail about actively seeking to strike creatures in the area (20d6 damage, DC 30 Reflex for half). In addition the ground begins to shake violently from the thrashing, -6 to attack rolls, skill checks, and spell checks. Structures within the effects radius exhibit significant structural damage up to and including collapse.

Manifestation

Roll a 1d4: (1) A tangled ball of roots is conjured between the caster’s hands which is hurled to the target area of the spell; (2) a spiraling vortex of roots is launched from the caster’s position to the target area of the spell; (3) a sphere of fine, black dirt showers upwards from the ground at the target site immediately prior to the quake starting; (4) the sound of multiple stones cracking echoes sharply through the air around the caster.
Related Discipline
Malloc
Effect Duration
1 round per CL
Effect Casting Time
1 round
Range
225′
Level
3

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