Difference between revisions of "Earthquake (4E)"

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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.  
 
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.  
 
* '''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 effect 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.
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* '''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.
 
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.
 
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Latest revision as of 12:24, 10 November 2008

Template:4E ritual header

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.

Template:4E tags