Elmer’s Spell Book: Ground Stew

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The material enclosed in the box below is released via the Open Game License.

Ground Stew

Transmutation [Meat]

Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text
Duration: 1 min./level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The ground becomes a morass of hot liquid, filled with savory chunks of meat. You affect a 10-footsquare area to a depth of 2 to 3 feet, depending on the toughness or resilience of the ground at that spot. You may only transmute natural earth or stone into a stew. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

It costs Medium or larger creatures 3 squares of movement to move into a square of the stew. Small or smaller creatures require 4 squares of movement or can swim if they wish. Tumbling is impossible in a stew and Move Silently checks are made at -2. The stew provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater.The stew is very hot and will soften tough meat (or flesh that cooks in it). Each round on your turn, starting when you cast the spell, the stew deals 1d4 points of fire damage to each creature and object within it. Each time a creature takes damage from the stew, it must make a Fortitude save or have its natural armor bonus reduced by one (minimum 0). Natural armor bonus returns at a rate of one point per minute after leaving the stew.

Material Component
A carrot



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