Spells / Earthquake
Earthquake
evocation earth
LevelCleric 8, Druid 8, Oracle 8, Shaman 8, Warpriest 8Casting time1 standard actionRangelong (400 ft. + 40 ft./level)Area80-ft.-radius spread (S)Duration1 roundSaving throwsee textComponentsV, S, DF
Engine mechanics - what the game actually does
Damage8 d6untypedapplies Unconscious
8d6 untyped
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
When you cast earthquake , an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel : The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble. Cliffs : Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground : Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one ...