Morph Terrain

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Morph terrain [Major] by Iczer

'I swear, Battling Landwalker is a pain. One minute swamps, the next jungle. It's hell on my new boots I'm telling you'

A character with Morph terrain has the power to alter the makeup of his natural surroundings, aggressively and rapidly changing them to suit his needs.

1) Alter Geomorphology: The character can raise or lower the surrounding terrian within a 30 foot area (+5 feet per level) The character can raise or lower the surrounding terrain by 10 feet +5 per level. He may create sculpted pits, hills and even walls of earth. by expending 2 actions to do so. Offensively he may shoot a stone spike upwards from the earth, inflicting 4d6 damage with +2 to strike. dodging this attack is at -2 from the suddenness. additionally, the character may simply use a rapidly rising earth mound to simply toss characters aside. characters must dodge or be hurled 2 feet high and 4 feet wide per level (will lose an action and initiative as well). Opening a pit on some one forces them to dodge (-2) or tumble down the hole. The character can use this to create bridges as well, forcing rock to jut out over a chasm up to 30 feet +5 feet per level.

2) Plant growth: The character can cause rapid plant growth in an area 30 feet across (+5 feet per level). Lichen, mould, fungii are the first to arrive, and grass, weeds and brambles come next. The growth need not be suitable for the terrain and can grow as high as 2 feet per level, but unsuitable growth will die off without the character's attendance. Complex, woody plants like trees and many types of crops will not grow spontaneously, but if transplanted they will perform a year's growth every week. and grow in shapes to the character's liking. With a month of effort, the character can even transmute the nature of plant life in his area, turning oaks into pines, and a conniferous forest into jungle. The character can also kill plantlife nearly instantly, inflicting 2d4x10 damage to tree's and plants in his area. this is selective, and can be used to cull weeds but not crops, plant aliens, but not grass.

3) Transmute earth: The nature of earth becomes the character's playgroiund as well. Earth can be made into rock, and vice versa. even the type of rock may be manipulated. the character can transmute 20 lbs of earth or rock per level every melee. Against creatures made of stone, he may inflict 1d4x10 damage by expending 2 actions.

4) Hydrate/dehydrate: By concentrating, the character can alter the localised humidity. within 30 feet +5 feet per level he can increase the local water content by 5% per minute. He can force a spring into exisitence, dehumidify a steamy jungle cove even create a shield vs rain. he can melt snow, or force it to form from precipitate and can create light showers. all of these tasks require many minutes to take effect, and unless supported by local weather conditions, will require his presence to remain, sapping 5% from all skill use and -1 attack per melee to maintain...BUT may continue in his sleep (requires 20% more food and water per day and2 hours extra sleep per night). [GM's must be reasonable in this though. a geyser formed in the desert is possible and sustaibnable on it's own from underground water tables. Cool summer rain is less likely in the desert though]