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Land Gel

School: Elemental Earth
Level: Wiz/Sor 9, Druid 8
Range: 100 yards
Components: Verbal, somantic, and material
Duration: Special
Casting Time: 4 hours
Area of Effect: 1 mile square
Save: None

In nature, there occurs a phenomenon much like quicksand, except that it appears to be a perfectly lush plot of land. However, when disturbed, it takes on a liquid quality. Land gel replicates this occurance and maginfies it by a thousandfold.

Land Gel is also know as The Army Stopper for a very good reason. When cast upon a one mile square plot of land, it sets up a very neat trap for enemy companies. The enchanted land appears perfectly normal . . .trees, grass, bunnies . . . all of them living quite happily in the effected area. In fact, the army can send small groups of men (20 or less) across the area with no effect. However, should a large group of men or animals (i.e. armies and buffalo) try to cross, the trap is sprung. Five minutes after being disturbed, the land suddenly becomes a liquid mass, swallowing any who where unfortunate enough to be in the fated army.

The quagmire created is on average 6D6 feet deep. Those caught can make a swimming proficiency check to attempt to swim out of the muck. Those who can swim are reduced to half movement rate; those who can not swim, sink. Almost as soon as the trap is sprung, the land begins to harden and solidify. Therefore, the check is made at a cumulative -1 each round until the ground solidfies into rock in 4D4 rounds.

This can be especially nasty against cavalry if you happen to get a relatively shallow mire. It solidifies around horse and rider, stopping them, but not killing them. Then, they can be left to die of exposure, hunger or thirst. I've also heard from some . . ummmm . . less morally encumbered compatriots that there is something satisfying about walking around and kicking your enemy in the head. To each his own, I guess.

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