When the character casts earthquake, an intense but highly
localized tremor rips the ground. It knocks creatures down,
collapses structures, opens cracks in the ground, and more. The
shock lasts 1 round, during which time creatures on the ground
cant move or attack. Spellcasters on the ground must make
Concentration checks (DC 20 + spell level) or lose any spells
they try to cast. The earthquake affects all terrain, vegetation,
structures, and creatures in the area. The exact effects depend
on the terrain and its features:
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing
8d6 points of damage to any creature caught under the cave-in
(Reflex half DC 15). An earthquake cast on the roof of a very
large cavern could also endanger those outside the actual area
but below the falling debris.
Cliffs: They crumble, causing a landslide that travels
horizontally as far as it fell vertically. An earthquake cast at
the top of a 100-foot cliff would sweep 100 feet outward from the
base of the cliff. Any creature in the path sustains 8d6 points
of damage (Reflex half DC 15).
Open Ground: All creatures standing in the area must make
Reflex saving throws (DC 15) or fall down. Fissures open in the
ground, and every creature on the ground has a 25% chance to fall
into one (Reflex save DC 20 to avoid the fissure). At the end of
the spell, all fissures grind shut, killing any creatures still
trapped within.
Structure: Most structures standing on open ground collapse,
dealing 8d6 points of damage to those caught within or beneath
the rubble (Reflex half DC 15).
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. Creatures must
make Reflex saving throws (DC 15) 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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