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Land of Xel:Earth Magic
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== '''Earthquake''' == ''Difficulty-'' 35 ''Cost-'' 3 Actions ''Range-'' 1000β + 100β per level of caster up to 2000β total ''Duration-'' 2 rounds ''Damage-'' See Effect ''Effect-'' When cast, earthquake creates an intense tremor that rips the ground in a 100β area. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. During the duration creatures on the ground must make a Reflex check to make a single partial action. Any spellcaster on the ground attempting to cast as spell adds 1 point of difficulty per level of caster. 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. Any creature pinned beneath rubble takes 1d10 points of damage per minute while pinned. A pinned creature must make an Endurance roll every minute with a difficulty rating of 10 +1 per minute trapped. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. '''Underground, Cave or Tunnel-'''' The spell collapses the roof, dealing 8d10 points of crushing physical damage to everything caught under the cave-in must make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. '''Cliffs-''' Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. The landslide dealings 8d10 points of crushing physical damage to everything caught in the path. Creatures must also make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. '''Open Ground-''' Each creature standing in the area must make a reflex adjustment roll against the casters difficulty roll to remain standing. Every creature in the area has a 30% chance to falling into a fissures open in the earth, reflex adjustment roll against a difficulty rating of 25 to avoid a fissure. At the end of the spell, all fissures slowly grind shut, dealing 8D10 the first round 12D10 the second and killing any creatures still trapped within on the third round. '''Structure-''' Any structure standing on open ground takes 80 points of damage +1D10 per caster level, enough to collapse a typical wooden or masonry building, and weak parts of structures built of stone or reinforced masonry. Damage is dealt per 10β increments and objects are allowed to soak normally. Any creature caught inside a collapsing structure takes 8d8points of crushing damage to everything caught under the cave-in must make a reflex adjustment roll against the casters difficulty roll or pinning that creature beneath the rubble. '''River, Lake, or Marsh-''' Fissures open underneath the water, possibly draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature standing in the area must make reflex adjustment roll against a difficulty rating of 25 or sink down in the mud and quicksand. Within a shallow lake, river, or stream a reflex adjustment roll against the casters difficulty roll to avoid to falling into a fissures open in the earth, At the end of the spell, fissures slowly grind shut and the rest of the body of water rushes in to replace the drained water. The crushing fissure deals 8D10 the first round, 12D10 the second and killing any creatures still trapped within on the third round, those that arenβt crushed but remained trapped in the mud must escape or drown.
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