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Maximilian's Impassable Terrain in Dungeons & Dragons 5e

The Archive of Esoteric Secrets

Maximilian's Impassable Terrain

8-level Transmutation

Casting Time 10 Minutes
Range Touch
Duration 24 Hours
Components V, S, M
Materials a small stone sculpture of a shield emblazoned with fine jewels worth at least 2,500 gp

You twist the very earth to turn it against those that would wish to pass. You change the land in an area, allowing it to protect up to 10,000 square feet of earth (two hundred 5-foot squares or one hundred 10-foot squares). Any effect that this spell can have must originate from solid ground and must remain within the affected area.   Maximilian’s impassable terrain creates the following effects within the area.   Bushes. Up to five instances of the overgrowth spell can persist within the area. However, this version of the spell is different in that any creature that steps fully into one of the overgrowth spells is teleported to another within the area, chosen by the caster upon the placement of each instance of the overgrowth spell.   Dust. The whole area is filled with swirling dust and dirt, reducing areas visibility to 20 feet, with any space beyond that point being heavily obscured.   Roots. The entire selected area becomes difficult terrain as roots or vines sit at awkward heights and thicknesses. If a creature spends its turn not moving, it must succeed on a Strength saving throw or be grasped by the roots and become restrained for the duration of the spell. A restrained creature can remake the saving throw at the start of each of its turns.   Walls. You can create up to four instances of the wall of stone spell, placing panels or domes in accordance to the spell.   Other Spell Effects. You can place your choice of one of the following magical effects within the area. Any spell that does not have a duration of instantaneous has its duration increased to that of Maximilian’s impassable terrain and is no longer concentration if it was to begin with. Each spell can be placed where you choose as long as it remains wholly within the area.

  • Place four places in which once per turn, an earth tremor spell triggers
  • Place a 15-foot high pillar of stone that casts stone bolt on any creature that comes within 60 feet of the pillar
  • Cast a move earth spell however you choose in the area. You can move as much earth with this version of the move earth spell as if you spent the spells full 2-hour duration of the move earth spell affecting areas of earth.
  • Two stoneshatter spells appear at points you choose, and trigger automatically if a creature moves within 10 feet of it.
  • Three Maximilian’s earthen grasp spells appear and try to grab any creature that moves into its range instantly.
The spell becomes permanent by casting this spell on the same area every day for one year.
 

Class(es): Druid, Sorcerer, Wizard

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