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.
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'''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 = 5 rounds
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| duration = see text
| area of effect = 5 ft. radius per level
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| area of effect = 5 ft. radius per [[Experience Level|level]]
| casting time = 2 rounds
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| 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; he or she must roll dice to determine [[Earthquake (spell)#Damage|it's effect]].
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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:
  
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: '''Rounds 1 to 3''':
  
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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.
  
The range determines the epicentre of the quake—the quake affects all within 5’ per level of the spellcaster. The cleric should roll 3d6 for each of the below. The numbers indicate the minimum needed to roll to have that particular effect; thus, a roll of 15 would cause all the effects up to number 15 to occur. All damage indicated on the table is cumulative.
 
 
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Revision as of 00:30, 6 January 2022

Earthquake 01.jpg

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.

Earthquake
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