Cleric 7
Range. 12”
Duration. 1r
Area of Effect. ½" diameter per CL
Alteration
Components. V, S, M
Casting Time. 1 turn
Saving Throw. None
When this spell is cast by a cleric, a local tremor of fairly high strength rips the ground.
The shock is over in one melee round. The earthquake affects all terrain, vegetation, structures, and creatures in its locale. The area of effect of the earthquake spell is circular, the diameter being ½" for every level of experience of the cleric casting it, i.e. a 20th level cleric casts an earthquake spell with a 10-ft diameter area of effect. Effects are as follows:
TERRAIN
Cave or cavern
Collapses roof
Cliffs
— Crumble causing landslide
Ground
— Cracks open, causing creatures to fall in and be killed as follows:
— Size S — 1 in 4 (d4)
— Size M — 1 in 6 (d6)
— Size L — 1 in 8 (d8)
Marsh
— Drains water off to form muddy, rough ground
Tunnel
— Caves in
VEGETATION
Small growth
— No effect
Trees
— 1 in 3 are uprooted and fall
STRUCTURES
All structures
— Sustain from 5 to 60 points (5d12) of structural damage; those taking full damage are thrown down in rubble
Structures very solidly built, with foundations reaching to bedrock, will sustain half damage. Castles so built will take only one-quarter damage if they score above 50% on a saving throw roll.
CREATURES
See above
The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.
An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10, 0 = 100%) if the elemental is of forces opposed to the cleric casting the earthquake spell.