Difference between revisions of "Earthquake (spell)"
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[[File:Earthquake 01.jpg|right|525px|thumb|]] | [[File:Earthquake 01.jpg|right|525px|thumb|]] | ||
− | '''Earthquake''' releases a burst of energy, causing a powerful tremor that shakes the ground surface in all directions. All persons within the area of effect are at the quake's mercy, unable to do anything except, at minimum, to fall to the ground. | + | '''Earthquake''' releases a burst of energy, causing a powerful tremor that shakes the ground surface in all directions. All persons within the area of effect are at the quake's mercy, unable to do anything except, at minimum, to fall to the ground. The caster is effectively the "epicentre" of the quake. |
{{Spelltable | {{Spelltable | ||
| name = Earthquake | | name = Earthquake | ||
| range = 120 ft. | | range = 120 ft. | ||
− | | duration = | + | | duration = see text |
− | | area of effect = 5 ft. radius per level | + | | area of effect = 5 ft. radius per [[Experience Level|level]] |
− | | casting time = 2 rounds | + | | casting time = 2 [[Combat Round|rounds]] |
| save = none | | save = none | ||
| level = [[Cleric 7th Level Spells|cleric (7th)]] | | level = [[Cleric 7th Level Spells|cleric (7th)]] | ||
}} | }} | ||
− | Once the spell is [[Spellcasting|discharged]], the caster has little control over the earthquake's intensity | + | Once the spell is [[Spellcasting|discharged]], the caster has little control over the earthquake's intensity. He or she must '''roll 3d6 (3-18)''' to determine how long the shaking lasts. The incident as it unfolds is described below, round by round: |
+ | : '''Rounds 1 to 3''': | ||
+ | Within the first two rounds, those inside the radius are forced to stagger, dropping their weapons and stumbling | ||
The quake affects all terrain, vegetation, structures and creatures indiscriminately. | The quake affects all terrain, vegetation, structures and creatures indiscriminately. | ||
− | |||
<br><br> | <br><br> | ||
Revision as of 00:30, 6 January 2022
Earthquake releases a burst of energy, causing a powerful tremor that shakes the ground surface in all directions. All persons within the area of effect are at the quake's mercy, unable to do anything except, at minimum, to fall to the ground. The caster is effectively the "epicentre" of the quake.
Range | 120 ft. |
Duration | see text |
Area of Effect | 5 ft. radius per level |
Casting Time | 2 rounds |
Saving Throw | none |
Level | cleric (7th) |
Once the spell is discharged, the caster has little control over the earthquake's intensity. He or she must roll 3d6 (3-18) to determine how long the shaking lasts. The incident as it unfolds is described below, round by round:
- Rounds 1 to 3:
Within the first two rounds, those inside the radius are forced to stagger, dropping their weapons and stumbling
The quake affects all terrain, vegetation, structures and creatures indiscriminately.
roll | earthquake result |
---|---|
3 | all persons knocked off their feet and stunned for the duration |
5 | creatures suffer 1d6 damage |
7 | tunnels, caves and caverns collapse |
8 | wooden structures give way and collapse |
9 | ground splits up and swells; creatures suffer 1d6 damage |
10 | half-timbered structures break up and collapse |
11 | creatures suffer 1d6 damage |
12 | stone structures with walls less than six inches thick collapse |
13 | all trees in the area have a 1-in-3 chance of being uprooted |
14 | stone structures with walls less than a foot thick collapse |
15 | creatures suffer 2d4 damage |
16 | ground cracks and heaves upwards; creatures suffer 4d4 damage |
17 | stone structures with walls less than two feet thick collapse |