Pathfinder Roleplaying Game Mythic Adventures
  • School transmutation
  • Spell Lists
    • cleric 7
    • druid 6
    • sorcerer/wizard 7
    • witch 7
  • Casting Time 1 hour
  • Components V, S, M (10,000 gp worth of precious minerals, see text)
  • Range 100 feet
  • Area 100-foot-radius emanation, centered on you
  • Duration 1 day/level (see text)
  • Saving Throw none

You alter the area’s terrain and climate to a new terrain and climate type appropriate to the planet or plane. For example, you might transform a desert to plains. To cast this spell, you must expend 10 uses of mythic power along with the material cost. This magically alters the area’s climate and normal plants to those appropriate to the new terrain, but doesn’t affect creatures or the configuration of the earth. Transforming rocky hills into forested areas converts grasses into shrubs and small trees, but doesn’t flatten the hills or change the animals to suit the new environment.

You can alter the climate by one step (warm, temperate, or cold). The maximum extent of the terrain change is up to the GM, but in general is to a similar terrain type or one step within that terrain type (such as from a typical forest to a forest with massive trees or light undergrowth, from a shallow bog to a deep bog, and so on). You might be able to shift the land to a similar terrain type, such as turning a sparse forest into a relatively dry swamp. Local creatures adversely affected by these alterations either flee the area or quickly die, depending on their mobility and awareness of the change.

Multiple castings of the spell in the same area can create an area with radically different terrain and climate than the surrounding land. The GM can decide that certain terrain shifts are unsustainable and shorten the duration, or that some are suitable for the area and extend the duration.

This spell could have many secondary effects based on the nature of the change, the type of bordering terrain, and so on; these should be determined by the GM on a case-by-case basis. For example, transforming a desert requires drawing water up from underground to sustain the plants, which could deplete the water table in nearby areas. Creating a warm desert in the middle of a snowy tundra will create a bordering area of mud and frequent storms from the clash of hot and cold air fronts.

If you’re at least 8th tier, you can expend 20 uses of mythic power instead of 10 to increase the range to 1 mile, the area to a 1-mile-radius emanation centered on you, and the duration to 1 month per caster level.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Mythic Adventures

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Mythic Adventures, Copyright 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  • Demodand, Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  • Forlarren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone.
  • Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • Rot Grub from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Troll, Ice from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author. Scott Greene, based on original material by Russell Cole.
  • Troll, Rock from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene.
  • Yellow Musk Creeper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie Fiore.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.