EarthquakeSpell 8
Source Pathfinder Core Rulebook
Traditions Arcane, Primal
Cast (somatic, verbal)
Area 60-foot burst
Range 500 feet
Duration 1 round
Saving Throw Reflex
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
- Shaking Ground The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC, and skill checks.
- Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require successful DC 15 athletics to Climb.
- Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 flat for a sturdy structure, DC 14 flat for an average structure and most natural formations, DC 9 flat for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it.
Critical Success The creature takes half the collapse damage.
Success The creature takes half the collapse damage and falls Prone.
Failure The creature takes the full collapse damage and falls Prone.
Critical Failure The creature takes the full collapse damage and falls into a fissure.
Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.