Earthquake (4E)
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Earthquake
With clashing cymbals and stomping fee the ritual reaches a crescendo, and the very earth shakes in unison with your calls.
Level: 15 | Component Cost: 2,800 gp |
Category: Exploration | Market Price: 8,000 gp |
Time: 15 minutes | Key Skill: Nature |
Duration: Instant |
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area.
- Creatures: Any creature on the ground where an earthquake occurs must make a DC 20 Acrobatics (balance) check or fall prone.
- Structures: Any typical wooden or masonry building has a 75% chance to collapse. Stone buildings have only a 50% chance to collapse, while fortified buildings have a 25% chance to collapse. Natural caverns do not collapse, but underground construction can suffer a cave-in with the same chance as above. Creatures in collapsed structures must make an Athletics check DC 20 or take 3d6 damage and become restrained. The DC to escape from this restraint is 20. The area where the collapsed building stood becomes difficult ground.
The earthquake has a range of 50 and affects a burst with a size equal to the Nature check result. There must be a line of sight and line of effect to the target area.
4th Edition Dungeons & Dragons | |
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