Entomb
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
[ EarthSpells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor.]
PFS Legal
Available to
- Casting Time
- 1 minuteMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a pristine geode worth at least 1,000 gp)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- up to three 10-ft. cubes/level (S)How the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- permanentHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You designate an aboveground area and send it deep within the earth. During the casting of this spell, the chosen area is rocked by minor tremors that alert nearby creatures to the impending danger. Once the spell is complete, the chosen area is drawn into the earth and buried in a self-contained vault, with the uppermost point at a depth of up to 10 feet per caster level below the surface. The surrounding atmosphere and all creatures within the selected area at the end of the spell’s casting time are entombed in this vault.
The magic of the vault maintains the natural light, temperature, and air quality of the area as it originally existed aboveground, but any magical effects that affected these qualities do not have their duration extended. For example, a sunny field would remain brightly lit indefinitely, despite being buried underground, while a daylight spell would expire at the end of that spell’s duration.
When creating the vault, you can leave a tunnel to the surface world (up to 20 feet wide), or you can completely isolate the vault from the outside world. Casting this spell does not destroy or damage anything that may have existed in the ground where you choose to place this vault, but instead pushes it farther down into the earth. Should your vault be dispelled, the entombed area returns to the surface, and anything that may have been displaced by the vault returns to its original place. If there is something already on the surface that blocks the vault’s path, the vault pushes it harmlessly aside when returning.
The magic of the vault maintains the natural light, temperature, and air quality of the area as it originally existed aboveground, but any magical effects that affected these qualities do not have their duration extended. For example, a sunny field would remain brightly lit indefinitely, despite being buried underground, while a daylight spell would expire at the end of that spell’s duration.
When creating the vault, you can leave a tunnel to the surface world (up to 20 feet wide), or you can completely isolate the vault from the outside world. Casting this spell does not destroy or damage anything that may have existed in the ground where you choose to place this vault, but instead pushes it farther down into the earth. Should your vault be dispelled, the entombed area returns to the surface, and anything that may have been displaced by the vault returns to its original place. If there is something already on the surface that blocks the vault’s path, the vault pushes it harmlessly aside when returning.