Earthquake Spell 8
Range 500 feet;
You shake the ground, topple creatures into fissures, and collapse structures.
- Shaking Ground The ground is
difficult terrain, and creatures on it take a -2 circumstance penaltyto attackrolls, AC, and skillchecks.
- Fissures Each
creatureon the ground must attempt a Reflexsave at the start of its turn to keep its footing and avoid fallinginto 40-foot-deep fissures that openbeneath it. The fissures are permanent, and their sides require DC 15 Athleticsto Climb.
- Collapse Structures and ceilings might collapse. The
GMrolls a flat checkfor each (DC 16 for a sturdy structure, DC 14 for an average structureand most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GMsees fit). A collapse deals 11d6 bludgeoning damage; each creaturecaught in a collapse must attempt a Reflexsave to avoid it.
Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the