Verneshot (3.5e Maneuver)

''There is a loud explosion as suddenly a chunk of land flies sky high on a jet of magma. The smoke clears and they are gone... but in the distance a falling star makes its way to the earth...''

This maneuver functions like Verne Calapult, but far larger and more intense. It launches a 20 foot cube of earth which burns with molten fires, with a range increment of 1 mile, dealing 15d6 + 2 points per initiator level in both fire and bludgeoning damage (immunity or resistance to one does not protect unless you're immune or resistance to both). Its minimum vertical clearance is 3000 ft. One can easily fire over the horizon, though they may not know what they are hitting. As before, the eruption leaves behind difficult terrain in a 20 ft cube, but this difficult terrain burns with a thin pool of magma that deals 2d6 fire damage to creatures moving through it. The magma cools naturally on its own.

If used to launch creatures, it can launch up to Gargantuan creatures. It deals 2 points of fire and bludgeoning damage (as above) per initiator level with a Reflex save for half damage and to negate their upward momentum. Otherwise they take full damage and are launched 1 mile into the air. If the creature cannot fly, they will fall for additional damage.

Allies trying to ride the shot is still possible, but they will take damage from the flying magma and debris. Its a bad idea.

This is a supernatural maneuver.