Earthquake in Gailardia | World Anvil
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Earthquake

School: Evocation
Sub-School: None
Descriptor: Earth
Ritual: No
Level: Divine & Primal 8th
Components: Material, Somatic & Verbal
Casting Time: Standard
Range: Far
Effect/Target: 90ft radius Spread
Duration: 1 Round
Saving Throw: See Text   Depending on the current terrain, this spell results in the following effects:   Cave, Cavern, or Tunnel:
All creatures in the affected area must make a Strength or Dexterity saving throw or take 8d6 Crushing damage and become pinned by rubble.
Creatures above the area may also suffer harmful effects, if the spell targets the ceiling.   Cliffs:
All creatures in the affected area must make a Strength or Dexterity saving throw or take 8d6 Crushing damage and become pinned by rubble.
This rubble also travels horizontally as far as it fell vertically (i.e. rubble falling 50ft also sweep 50ft outwards from the cliff.   Open Ground:
All creatures in the affected area must make a Dexterity saving throw or fall Prone.
Additionally, each creature must roll 1d4.
On a result of 1, they must make an additional Dexterity save or fall into a fissure.
Once the spell ends, all fissures grind shut, instantly killed any creatures still trapped inside.   Structure:
All structures on open ground takes 100 damage, enough to collapse a typical wooden or masonry building, but not stone or reinforced masonry.
This damage is not mitigated by any means.
All creatures inside must make a Strength or Dexterity saving throw or take 8d6 Crushing damage and become pinned by rubble.   River, Lake, or Marsh:
Fissures drain the water and turn the area into Magical difficult terrain.
Soggy marsh or swamplands becomes quicksand for the spell's duration, sucking down creatures or structures.
All creatures in quicksand must make a Dexterity saving throw or start to sink.
Once the spell ends, water rushes back into the affected area, possibly drowning those caught in the mud.   Any creature pinned by rubble take 1d6 Non-Lethal damage per Minute.
If a pinned creature falls Unconscious, they must make a DC 20 Constitution check or take 1d6 Crushing damage per Minute until freed or dead.   All creatures in the affected area may be imposed Concentration checks with a DC of 20 + spell level.   Successful saves halve the damage taken and negate the pinning effect.   Material Component: Radiant Veiled Orryte with a value of 1.000g

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