Earthquake
Creates a 60-foot burst of difficult terrain with –2 penalties to attack rolls, AC, and skill checks; creatures must attempt Reflex saves each turn to avoid falling into permanent...
- Rank
- Rank 8
- Trad
- Arcane, Primal
- Cast
- 2 actions
- Range
- 500 feet
- Area
- 60-foot burst
- Duration
- 1 round
- Damage
- 11d6 bludgeoning
- Rank
- 8
- Cast
- 2
- Range
- 500 feet
- Area
- 60-foot burst
- Duration
- 1 round
- Damage
- 11d6 bludgeoning
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. --- 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.