Earthquake (spell)

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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