The Mold Earth cantrip from 5th edition Dungeons & Dragons. Alongside its other elemental cousin cantrips, Mold Earth is a few things of an odd-ball. If you target a part of loose earth (5′ cube per 1 action / 6 seconds), you’ll instantaneously excavate it, move it along the lowest, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage.
Check also: Shifter 5e
Mold Earth 5e
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous or 1 hour
Mold Earth is pretty darn sneaky. the sole component is Somatic, making its casting silent. However, the results of lifting and dumping 125 cubic feet and dumping it 5′ feet away are probably not. Still sneakier than a crew of laborers, though. Transmute Rock to Mud, shape with Mold Earth and after 1 hour your creations become permanent stone. This comes right down to many factors:
- Cantrips are often cast repeatedly without spell slots. The important limitation of cantrips is time and opportunity.
- Some effects of Mold Earth are permanent.
- Move Earth’s targets are common in most game settings; loose earth and stone (for some effects).
You choose some dirt or stone that you simply just can see within a variety which inserts within a 5-foot cube. You manipulate it in one of the next ways:
- If you target a part of loose earth, you’ll instantaneously excavate it, move it along the lowest, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to look on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the bottom, you cause it to become difficult terrain. Alternatively, you’ll cause the bottom to become normal terrain if it’s already difficult terrain. This modification lasts for 1 hour.
- If you cast this spell multiple times, you will have any over two of its non-instantaneous effects active at a time, and you will dismiss such an impression as an action.
Often get tagged as a “power gamer” and even a “mix mixer” but in my defense, my goal is usually to make a big effect or character concept in games. We believe there is an important and sometimes underappreciated distinction that applies to several like-minded players. If the goal is simply to “break” or dominate a game to exclusion of the fun of the Gamemaster and other players, then you’re just being a jerk. No further labels or distinctions are necessary. But conversely, slapping broad, derisive labels on players that play differently is style shaming.
Mold Earth‘s excavation effect can only move a 5′ cube of earth, 5′ in any distance. As long as your dirt cube remains, a minimum of somewhat, in-tuned with the lowest, this limits you to laterally and diagonally squares (including adjacent up/down), and straight-up just the once.
This suggests that when digging a shaft downwards, after the primary 5′, the cube is just lifted up 5’ (into the empty, previously excavated space) before falling backtrack. So on dig further straight down you’d need to do some ramping/terracing (think Minecraft). You’ll back-fill that area afterward but that brings up other issues.