When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of 50 feet, plus 5 feet per rank. Thus a rank 10 spell casts an earthquake spell with a 100-foot-diameter area of effect.
Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.
Earthquake Effects
TERRAIN
- Cave or cavern--Collapses roof
- Cliffs--Crumble, causing landslide
- Ground--Cracks open, causing the following fractions of creatures to fall in and die:
- Size S: 1 in 4
- Size M: 1 in 6
- Size L: 1 in 8
- Marsh--Drains water to form muddy, rough ground.
- Tunnel--Caves in
VEGETATION
- Small growth--No effect
- Trees--1 in 3 are uprooted and fall
STRUCTURES
- All structures--Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble
CREATURES (See TERRAIN entry)
This spell takes 1 minute (6 rounds) to cast. |