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priority:magic:spells:tier8:earthquake [2023/12/15 00:54] – [Description] elfinlockspriority:magic:spells:tier8:earthquake [2026/03/09 05:44] (current) – hyperlinking CL page elfinlocks
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 ===== Casting ===== ===== Casting =====
  
-**Casting Time:** 1 Standard Action+**Casting Time:** 1 [[chargen:common_terms#action_types|Half Action]]
  
 **Range:** Long (400 ft. + 40 ft./CL) **Range:** Long (400 ft. + 40 ft./CL)
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 ===== Description ===== ===== Description =====
  
-When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell 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 + Mana being expended) 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.+When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell 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 +[[priority:magic#mana|Mana]]being expended) 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.
  
   * **Cave, Cavern, or Tunnel:** The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Creatures may make a Reflex save against the DC of the spell for half damage) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.   * **Cave, Cavern, or Tunnel:** The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Creatures may make a Reflex save against the DC of the spell for half damage) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.