action_abbr: '2' area: 60-foot burst cast: '|2| somatic, verbal' components: - Somatic - Verbal descr: "You shake the ground, topple creatures into fissures, and collapse structures.\ \ The GM might add additional effects in certain areas. Cliffs might collapse, causing\ \ creatures to fall, or a lake might drain as fissures open up below its surface,\ \ leaving a morass of quicksand. \n\n* **Shaking Ground** The ground is difficult\ \ terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC,\ \ and skill checks. \n\n* **Fissures** Each creature on the ground must attempt\ \ a Reflex save at the start of its turn to keep its footing and avoid falling into\ \ 40-foot-deep fissures that open beneath it. The fissures are permanent, and their\ \ sides require DC 15 Athletics to Climb. \n\n* **Collapse** Structures and ceilings\ \ might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure,\ \ DC 14 for an average structure and most natural formations, DC 9 for a shoddy\ \ structure, all adjusted higher or lower as the GM sees fit). A collapse deals\ \ 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex\ \ save to avoid it. \n\n**Critical Success** The creature takes half the collapse\ \ damage. \n\n**Success** The creature takes half the collapse damage and falls\ \ prone. \n\n**Failure** The creature takes the full collapse damage and falls\ \ prone. \n\n**Critical Failure** The creature takes the full collapse damage\ \ and falls into a fissure. \n\n---\n**Heightened (10th)** You create a massive\ \ earthquake that can devastate a settlement. The range increases to half a mile\ \ and the area to a quarter-mile burst." duration: 1 round has_been_manually_proofread: true level: 8 name: Earthquake range: 500 feet req: null source: - abbr: CRB page_start: 334 page_stop: 334 targets: null traditions: - Arcane - Primal traits: - Earth - Evocation trigger: null type: Spell