ᚡ Mold Earth - JulTob/DnD GitHub Wiki
Mold Earth
- Level: Cantrip
- School: Transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous or 1 hour (see below)
Description
Mold Earth is a versatile cantrip that allows the caster to manipulate loose earth within range, offering a variety of utility applications both in and out of combat.
Effects:
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Target: - Choose an area of loose earth or dirt that you can see within range, no larger than a 5-foot cube.
 
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Options: - Excavate or Move Earth:
- You can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement is too precise to cause damage.
 
- Create Shapes or Colors:
- You can cause the earth to form into shapes, colors, or both. These shapes can be simple or crude forms (e.g., letters, symbols, patterns) that remain for 1 hour.
 
- Alter Terrain:
- You can change the terrain’s texture or make it difficult terrain. The change lasts for 1 hour.
 
 
- Excavate or Move Earth:
Strategic Applications:
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Excavation: - Use Mold Earth to dig shallow trenches, uncover buried objects, or create small barriers.
 
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Cover and Concealment: - Create temporary cover by raising or altering terrain, or conceal objects by burying them in loose earth.
 
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Traps and Terrain Control: - Alter terrain to create hazards or difficult terrain that hinders enemy movement.
 
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Creative Messages: - Leave messages or symbols by altering the color or shape of the earth, useful for signaling allies or marking locations.
 
Roleplaying Opportunities:
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Earth Sculptor: - A character with an artistic streak might use Mold Earth to craft temporary sculptures or landscapes as a form of expression or communication.
 
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Subtle Manipulation: - Use the cantrip to subtly alter the environment in ways that could influence social encounters, such as creating a dust cloud or altering terrain to gain a positional advantage.
 
Notes:
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Material Limitations: - Mold Earth only affects loose earth or dirt. It cannot affect stone, sand, or other materials unless they qualify as "loose earth."
 
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No Damage: - The cantrip is not designed to deal damage directly and is best used for utility and terrain control.
 
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Ideal For: - Mold Earth is particularly useful for druids, wizards, and sorcerers who favor versatility and creative problem-solving in their spellcasting repertoire.