Spell: Earthquake

Level8
TraditionsArcanePrimal
Cast2
Range500 feet
Area60
Duration1 round
RarityCommon

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.

  • Shaking Ground The ground is difficult terrain, and creatures on it take a -2 circumstance penalty to attack rolls, AC, and skill checks. @UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Earthquake (Shaking Ground)]
  • 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 successful DC 15 Athletics to Climb.
  • Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 Flat for a sturdy structure, DC 14 Flat for an average structure and most natural formations, DC 9 Flat for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls Prone unless it critically succeeds and falls into a fissure if it critically fails.

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.


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