Tremblement de terre

Tremblement de terre sort 8

terre, évocation

Incantation Incantation somatique Incantation verbale

Portée 500 feet

Zone 60-foot burst

Durée 1 round


You shake the ground, topple creatures, and shatter structures.

  • Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls and skill checks.

  • Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep footing and avoid falling into 40-foot-deep fissures that open. The fissures are permanent, and their walls 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, or 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 escape it. 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. 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.

Réussite The creature takes Half collapse damage and falls prone.

Réussite critique Half collapse damage.

Échec Full collapse damage and falls prone.

Échec critique Full collapse damage and falls into a fissure.


Source