action_abbr: '2' area: 60-foot burst cast: somatic, verbal components: - Somatic - Verbal descr: "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 DC 15\ \ Athletics to Climb. Collapse Structures and ceilings might collapse. The GM rolls\ \ a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure\ \ and most natural formations, DC 9 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. \n\n**Critical Success**\ \ The creature takes half the collapse damage. \n\n**Success** The creature takes\ \ half the collapse damage and falls prone. \n\n**Failure** The creature takes\ \ the full collapse damage and falls prone. \n\n**Critical Failure** The creature\ \ takes the full collapse damage and falls into a fissure. \n\n**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." duration: 1 round has_been_manually_proofread: false level: 8 name: Earthquake range: 500 feet req: null source: - abbr: CRB page_start: 334 page_stop: 334 targets: null traditions: - Arcane - Primal traits: - Earth - Evocation trigger: null type: Spell