Earth Lock

3.5th Edition
You cause a 1-foot length of subterranean tunnel to constrict, "locking" it against others who might wish to traverse its length. This spell affects only naturally occurring tunnels or worked tunnels that are surrounded on all sides by unworked, natural, subterranean earth. You can affect any tunnel whose diameter does not exceed 10 feet. A square-sided or rough tunnel can also be affected, as long as its diameter at the point where the spell is cast does not exceed 10 feet.   The constriction takes 1 round to complete. Any Large or smaller object or creature that partially blocks the constrictions point is pushed, unharmed, to one side or the other. (A creature can decides which way to move; an object moves randomly.) A Huge or larger object or creature that blocks the constricted point prevents the spell from working until moved.   You can freely pass through tunnels that you have secured with this spell. (The constriction opens and closes on your command, taking 1 round for either process). A tunnel secured with earth lock can be bypassed by others in several ways. A DC 20 Escape Artist check allows the creature making the check to squeeze through the constriction but leaves it intact. A DC 25 Strength check breaks the constriction and ends the spell. A successful dispel magic or knock spell opens the constriction – the former by ending the spell and the latter by suppressing it for 10 minutes. If a creature burrows through the earth lock, the spell ends. The constricted tunnel can also be dug out normally.   Identifying a tunnel secured with earth lock (as opposed to a tunnel that just ends) requires a DC 20 Search check.
 
5th Edition
You cause a 1-foot length of subterranean tunnel to constrict, "locking" it against others who might wish to traverse its length. This spell affects only naturally occurring tunnels or worked tunnels that are surrounded on all sides by unworked, natural, subterranean earth. You can affect any tunnel whose diameter does not exceed 10 feet. A square-sided or rough tunnel can also be affected, as long as its diameter at the point where the spell is cast does not exceed 10 feet.   The constriction takes 1 round to complete. Any Large or smaller object or creature that partially blocks the constrictions point is pushed, unharmed, to one side or the other. (A creature can decides which way to move; an object moves randomly.) A Huge or larger object or creature that blocks the constricted point prevents the spell from working until moved.   You can freely pass through tunnels that you have secured with this spell. (The constriction opens and closes on your command, taking 1 round for either process). A tunnel secured with earth lock can be bypassed by others in several ways. A DC 20 Dexterity (Acrobatics) check allows the creature making the check to squeeze through the constriction but leaves it intact. A DC 20 Strength check breaks the constriction and ends the spell. A successful dispel magic or knock spell opens the constriction – the former by ending the spell and the latter by suppressing it for 10 minutes. If a creature burrows through the earth lock, the spell ends. The constricted tunnel can also be dug out normally.   A creature can identify a tunnel secures with earth lock (as opposed to a tunnel that just ends) with a DC 20 Intelligence (Investigation) check.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Earth
2nd Edition
Level
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School
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Range
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Save
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AoE
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Casting Time
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3.5th Edition
Level
Druid 2, Sorcerer 2, Wizard 2
Components
V, S, M (A diamond chip worth at least 50 gp, embedded in a piece of charcoal.
Casting Time
1 Standard Action
Range
Close (25 feet + 5 feet/2 levels)
Target
One 1-foot length of tunnel with a diameter of up to 10 feet
Duration
Permanent
Saving Throw
None
Spell Resistance
No

 
4th Edition

 
5th Edition
Level
Druid 2, Sorcerer 2, Wizard 2
Casting Time
1 Action
Range
30 Feet
Components
V, S, M (A diamond chip worth at least 50 gp embedded in a piece of charcoal, which is consumed by the spell)
Duration
Permanent

 
Pathfinder 2e
Tags
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Traditions
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Defense
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Verbal Components

"Stone embrace, hold fast, and yield only to me."
Cavellan
"stæn klæv, hæld ɸæst, læ ɸlæt nævvæn ðæl mæ."
Maherasi
"Doran velka, varon than, en zhel nor venar."
Celestial
"Doriel melian, shal nor, ar nai siliel."
Infernal
"Thul’kaz drath, zarn vek, ek tharn nur vorr."
Pit-Tongue
"Brak hul, thren gog, mok ul nar grokk."
High Draconic
"Durak zenoth, kren'val, ar thol ven drak."
High Elvish
"Na gond thel, daro vi, ar lin no vi amarth."

Somatic Components

You scribe a spiral in the air with the diamond-tipped bit of charcoal, chanting the words of the spell. Immediately the sides of the cavern begin to contract, sealing the passage behind you.

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