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  1. - Top - End - #1
    Bugbear in the Playground
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    Default Sunder Earth (9th Spell)

    Sunder Earth
    Evocation [Earth]
    Level: Clr 9, Drd 9
    Components: V,S,DF
    Casting Time: 1 standard action
    Range: See Text
    Area: See Text
    Duration: Instantaneous
    Saving Throw: See text
    Spell Resistance: No

    You cause a great rift to open in the land. This great rift is smooth, as if a great ax embedded itself in the land.

    The rift is 1,000 feet long, one point starts just 5ft in front of you extending out towards the thousandth foot.
    It increases in size to be 200ft wide at its widest.
    How deep this rift is, its assumed to go on indefinitely. Those who fall in are never seen again. Where it ends is dependent on the campaign, it may lead to a layer of hell, it might lead the the elemental plane of fire, or shadow, or it might just keep going and it rock-bottom with a nice ker-splat.

    To avoid falling in the crack, the DC is normal for a 9th level spell as this DC represents the caster's power and how quickly the rift opens. Success means you've held on, and move with the earth as it opens itself.

    The rift closes off about 500ft down to taper into V, but otherwise does not naturally close, remaining as a large scare to mar the land.
    Last edited by Cipher Stars; 2012-02-06 at 05:21 PM.

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  2. - Top - End - #2
    Ogre in the Playground
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    Aug 2008
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    Midwest, not Middle East
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    Default Re: Sunder Earth (9th Spell)

    You have Duration: 1 Round and also "The rift closes off about 500ft down to taper into V, but otherwise does not naturally close, remaining as a large scare to mar the land." You probably want Duration: Instantaneous.

  3. - Top - End - #3
    Pixie in the Playground
     
    Ophiel's Avatar

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    Default Re: Sunder Earth (9th Spell)

    Area: 200-ft.-radius spread (S)
    The rift is 1,000 feet long
    It's somewhat inconsistent. It would be far easier if area would be a shapeable cone spreading up to the long range.

    Also I think the duration of the spell should be 1 round/level (or even lower) with reflex ST each round allowing to avoid falling into a rift. After then spell collapses leaving difficult terrain in its wake.
    That would allow to make a saving throw (even if it would be difficult several times in a row) without being ridiculous as escaping rift that opens under your feat without any stable land within 100 ft radius.
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  4. - Top - End - #4
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Default Re: Sunder Earth (9th Spell)

    Quote Originally Posted by Ophiel View Post
    Also I think the duration of the spell should be 1 round/level (or even lower) with reflex ST each round allowing to avoid falling into a rift. After then spell collapses leaving difficult terrain in its wake.
    That would allow to make a saving throw (even if it would be difficult several times in a row) without being ridiculous as escaping rift that opens under your feat without any stable land within 100 ft radius.
    To prevent that kind of silliness, perhaps note that if you make the saving throw, you wind up on the very edge of the nearest side of the rift, since you managed to keep ahold of the ground as the rift expanded. Or something.

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  5. - Top - End - #5
    Barbarian in the Playground
     
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    Default Re: Sunder Earth (9th Spell)

    You should probably have the size be up to 1000 ft, so that they can make it smaller if they want to.
    If there is a wall, does it succeed the saving throw?
    What if the wall stretches across the rift?
    What if you are underground?
    What if there is something preventing a person from getting to the edge of the rift? (say... wall of force)
    Could you do it as a slant?
    What if instead of Ground there was water, sand, loose rock, or some other non-stable substance?

  6. - Top - End - #6
    Barbarian in the Playground
     
    Soliloquy's Avatar

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    Default Re: Sunder Earth (9th Spell)

    You should probably have the size be up to 1000 ft, so that they can make it smaller if they want to.
    If there is a wall, does it succeed the saving throw?
    What if the wall stretches across the rift?
    What if you are underground?
    What if there is something preventing a person from getting to the edge of the rift? (say... wall of force)
    Could you do it as a slant?
    What if instead of Ground there was water, sand, loose rock, or some other non-stable substance?
    What if a 20th level monk, with slow fall any distance falls?

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