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| priority:magic:spells:tier8:earthquake [2023/10/25 18:33] – [Description] elfinlocks | priority:magic:spells:tier8:earthquake [2023/12/15 00:54] (current) – [Description] elfinlocks | ||
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| * **Cliffs:** Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Creatures may make a Reflex save against the DC of the spell for half damage) and is pinned beneath the rubble (see below). | * **Cliffs:** Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Creatures may make a Reflex save against the DC of the spell for half damage) and is pinned beneath the rubble (see below). | ||
| - | * **Open Ground:** Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Creatures may make a Reflex save against the DC of the spell to avoid this). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details). | + | * **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 (Creatures may make a Reflex save against the DC of the spell to avoid this). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details). |
| * **Structure: | * **Structure: | ||
| - | * **River, Lake, or Marsh:** Fissures open under 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 DC 15 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. | + | * **River, Lake, or Marsh:** Fissures open under 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. |
| * **Pinned Beneath Rubble:** Any creature pinned beneath rubble takes 1d6 points of damage per minute while pinned. If a pinned character falls unconscious, | * **Pinned Beneath Rubble:** Any creature pinned beneath rubble takes 1d6 points of damage per minute while pinned. If a pinned character falls unconscious, | ||
