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Sorted A-ZSpellsArcane
Earthquake
The ground splits and rolls in violent waves, swallowing footing into fissures while nearby buildings shudder toward collapse.
commonConcentrateEarthManipulate
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
- Shaking Ground The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC, and skill checks.
- Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require successful DC 15 Athletics checks to Climb.
- Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls Prone unless it critically succeeds and falls into a fissure if it critically fails.
Rank 8 · Traditions Arcane, Primal
Cast 2 actions
Range 500 feet · Area 60-foot burst
Save Reflex
Duration 1 round
Damage 11d6 bludgeoning
Heightened
- Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.