Proctiv's Move Mountain, Variant (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

Proctiv's Move Mountain
10th-level Transmutation
Casting time: 1 hour
Range: Sight
Components: V, M (a crystal ball and a magic item that allows flying or levitation, both of which the spell consumes, and a mythallar or a legendary magic item that allows flying or levitation)
Duration: Until dispelled


You sever the top of a mountain you can see within range, levitate it, then rotate it so that structures can be built upon its flat surface.

Each structure within 100 feet of the point of severance takes 50 bludgeoning damage. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

The rotation of the landmass causes tremendous centrifugal force. Each creature that isn’t somehow anchored to the ground must make a Dexterity saving throw to grab onto a fixed object it can reach or be thrown away.

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