Alter Terrain (VH)
Area
Can be used to completely transform vast amounts of terrain. If cast
over a large enough area, this spell can turn a city into a lake or sea, or an off-
shore island into a mountain range.
The profile of the ground (including sea, lake, or river beds) within the
affected area can be raised, lowered, or reshaped as the caster chooses, or
changed in texture to anything between soft earth and sand to hard
granite. Stone or brick buildings and vegetable matter can all be trans-
formed into “natural” stone or earth, but not vice-versa. Submerged areas
raised above their natural level become dry land; any area lowered
below the local water table may be flooded. The GM should require
Architecture, Artist, or Engineer rolls if the caster tries to alter the area into
something specific.
Beings and loose items on the surface at the time the spell is cast are
simply raised or lowered, with no personal injury. If they are inside build-
ings, they are gently expelled rather than entombed. Of course, if they find
themselves under water, they may have problems . . .
If the spell is countered or dispelled, the whole area returns to its
former condition; even transformed buildings and trees are restored.
Duration: 2d days.
Base cost: 1 to cast (minimum cost 15). Cannot be maintained. Volumes
taller than 4 yards may be affected by multiplying the base cost accordingly.
Time to cast: 10 seconds.
Prerequisites: Magery 3 and all four elemental “Shape” spells.
Item
An area may be permanently altered for 100 times casting cost.