D20r:Spells

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(earthquake)
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==E==
==E==
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===earthquake===
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===Earthquake===
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{{d20rSpell|
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name=Earthquake|
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desc=Earth|
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time=1 standard action|
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range=Long (400' + 40'/level)|
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target= |
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area=80' radius spread|
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effect= |
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dur=1 round|
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save=See text|
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SR=No|
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rules=When you cast ''earthquake'', an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The ''earthquake'' affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an ''earthquake'' spell depends on the nature of the terrain where it is cast.
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''Cave, Cavern, or Tunnel:'' The spell collapses the roof, dealing 15d6 points of bludgeoning damage to any creature caught under the cave-in and pinning that creature beneath the rubble. A successful Reflex save halves the damage and negates the pinning. An ''earthquake'' cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
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''Cliffs:'' Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 15d6 points of bludgeoning damage and is pinned beneath the rubble. A successful Reflex save halves the damage and negates the pinning.
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''Open Ground:'' Each creature standing in the area must make a Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one. A creature that falls into a fissure may attempt a Reflex save: a successful save indicates that the creature does not fall in. At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
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''Structure:'' Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 15d6 points of bludgeoning damage and is pinned beneath the rubble.
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''River, Lake, or Marsh:'' Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
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''Pinned beneath Rubble:'' Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
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A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.|
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eternal=|
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class1=Earth|
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class1level=8|
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class2=Oreadic Tradition|
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class2level=8|
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class3=|
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class3level=|
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nocat= 1
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}}
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===Earthsight===
===Earthsight===
{{d20rSpell|
{{d20rSpell|

Revision as of 20:35, 12 August 2014

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