Difference between revisions of "Earthquake (spell)"
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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 has little power over the earthquake's full intensity. Once the spell is [[Spellcasting|discharged]], the caster must roll dice to determine [[Earthquake (spell)#Damage|it's effect]]. | ||
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{{Spelltable | {{Spelltable | ||
| name = Earthquake | | name = Earthquake | ||
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}} | }} | ||
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+ | 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. | 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. |
Revision as of 00:19, 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 has little power over the earthquake's full intensity. Once the spell is discharged, the caster must roll dice to determine it's effect.
Range | 120 ft. |
Duration | 5 rounds |
Area of Effect | 5 ft. radius per level |
Casting Time | 2 rounds |
Saving Throw | none |
Level | cleric (7th) |
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.
roll | earthquake result |
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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 |