Move Terrain (VH)
Area; Special Resistance
Enables an entire area of terrain, with all buildings, animals, plants, and
people on or in it, to be moved over large distances. Once the spell is cast,
the area to be transported vanishes (see below), replaced by bare earth or
open water. The caster is now “carrying” that area in invisible, intangible
form (this fact can be determined by Detect Magic or something similar).
Beings caught in the affected area have a resistance roll based on the best Will
among them, modified by -1 for every additional yard of radius of the subject
area (thus, Move Terrain with a 2-yard radius is resisted by Will-1). Successful
resistance negates the spell.
Once the casting is successfully completed, the subject area “shrinks”
in radius at the rate of 1 yard per second, moving toward the caster at the
same rate. Victims quick enough on their feet should be able to jump out of
the area as it shrinks (this has good dramatic potential) – make DX and IQ
rolls! GMs may decide this warrants a Fright Check.
Beings caught by the spell are aware of a wild, swirling sky above
their heads and a physically impenetrable barrier all around them. The
atmosphere inside remains breathable and comfortable (so this spell cannot
be used to suffocate someone!). Spells cast out of the area automatically hit
the Move Terrain’s holder – thus, a trapped mage could walk up to the
affected area’s edge, lay his hand against the barrier, and cast
Deathtouch at the holder! Captive mages could also cast Dispel Magic or
Counterspell on the affected area, forcing the spell to end abruptly if they
are successful.
When the caster stops maintaining the spell, the terrain reappears. The
caster’s location falls anywhere within it or at its edge. The subject area
“expands” back to normal size at the same rate it shrank. If there is no suit-
able space available, anything in the way is moved aside as if by Shape Earth.
The caster may not use this spell again for one full day. The subject area
or any part of it cannot be moved again by this spell (from any caster or
magic item) for the same period.
Cast over a large enough area, this spell can place mountains in the mid-
dle of plains, open water (as deep as half the radius of effect, transported
from lake or ocean) in the midst of a desert – or shift islands miles inland to
form hills!
Duration: 1 hour. (The effects, once the area is “placed,” are permanent.)
Base cost: 10 to cast. 8 to maintain.
Time to cast: 1 minute.
Prerequisites: Alter Terrain (VH) and Hide Object.
Item
Staff. Usable only by mages.
Energy cost to create: 3,000.