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Earthquake

Rank 8 — arcane, primal (concentrate, earth, manipulate)

Source: Pathfinder Player Core

Cast 2 actions
Components somatic, verbal
Range 500 feet
Duration 1 round
  • 11d6 bludgeoning damage
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. 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.

Heightened

Rank 10:

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Player Core, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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