You designate a point on a ground that can be seen within the cast range, and create an earthquake disturbance on it.
- Level: 8
- Casting time: 1 Action
- Range: 500 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
During the spell’s duration, a strong tremor was transmitted in a circle with a radius of 100 feet around the source, and all the creatures and buildings on the ground in the area were affected by the vibration.
The ground in the affected area becomes difficult terrain. Each creature on the ground in the area that is in focus must make a Constitution save. If the save fails, its focus is interrupted.
At the end of each round when you cast this spell and then stay focused, each creature on the ground of the area must make an agility save. If the save fails, the creature should knock down the ground.
Depending on the terrain of the cast area, the DM can decide whether to apply additional effects.
Fissures of cracks. At the beginning of the next round in which this spell is cast, a crack will be torn apart in the area affected by the spell.
1d6 cracks appeared at the location where DM arranged. Each crack is 1d10×10 feet deep and 10 feet wide, and extends from one side of the affected area to the other.
When the crack is torn open, the creature that will be in its position must successfully pass an agility save or it will fall into it.
If the save is successful, the creature moves to the crack.The building on the crack will collapse directly, as detailed below.
Architecture Structures. At the beginning of each round you cast this spell and before the spell ends, the earthquake deals 50 bludgeoning damage to all buildings in the affected area.
When the building’s health drops to 0, it immediately collapses and may cause damage to nearby creatures. Creatures that are no more than half the height of the building must make an agility save.
Failure of the save will result in 5d6 bludgeoning damage and should knock down the ground and be buried under the rubble.
The creature can make a DC 20 power (motion) check with an action to try to escape the ruins. DM can adjust the DC level according to the situation of the ruins.
When the save is successful, the damage is halved and will not fall to the ground or be buried.