
Quagmire
Spell, Elemental Magic, level 6
Turns ground into a deep, sticky pit of mire that traps and slowly swallows creatures; failing to break free leads to suffocation.
From the book
Stone, earth, sand or mud within a 20 ft. radius turns into a soft, clinging mire 10 ft. deep, up to 100 ft. away, for 1 hour. Creatures caught in it stick fast and sink gradually to the bottom, and have only 2-5 (d4+1) minutes to get out. Escaping works much like struggling free of quicksand: the victim needs 2 saves vs Strength in a row, trying once per round.
Failing even one of those saves means suffocating 1-4 minutes after going under. Creatures taller than 10 ft. do not suffocate but remain completely stuck if they fail.
At a glance
- Range
- 100 ft.
- Area
- 20 ft. radius, 10 ft. deep
- Duration
- 1 hour
- Escape
- 2 consecutive saves vs Strength (1 attempt per round) within 2-5 (d4+1) minutes
- Failure
- Asphyxiate 1-4 minutes after sinking; creatures over 10 ft. tall are stuck but not asphyxiated
- Save
- As stated
- Spell type
- Non-variable
A scene
The Jotun and his ogre servant were stalking down the valley toward the Aesir longhouses on Gava when the ground beneath them turned to porridge. The witch Hrefna had laid a mire across their path, and both sank at once. The ogre thrashed, heaved itself half free, and then lost its footing and went under; after a few minutes the bubbles stopped. The Jotun sank only to his chest and stuck fast, roaring, stone-gray mud to his ribs. He was much too tall to drown in it. He would simply stay there for an hour.