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Earthquake

De Runarcana Wiki
Esta página é uma versão traduzida da página Terremoto. Sua tradução está 100% completa.

Elemental (earth) 8th level

Casting Time: 1 action
Range: 500 feet
Components: V, S, M, (a pinch of dirt, a piece of rock and a piece of clay)
Duration: Concentration, up to 1 minute

You can create a seismic disturbance at a point on the ground that you can see within the spell's range. For the duration of this, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The terrain in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failure, the creature's concentration is broken.

When you cast this spell, and at the end of each time you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 of these fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing in a spot where the fissure opens must succeed on a Dexterity saving throw or fall into it. A successful creature moves with the edge of the fissure as it opens.
A fissure opening underneath a structure automatically causes it to collapse (see below).
Structures. The tremor deals 50 crushing damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially causes damage to nearby creatures. A creature within half the distance of the structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 crushing damage, is knocked prone and buried in rubble, requiring a DC 20 Athletics check as an action to escape.

The GM can adjust the DC up or down depending on the nature of the debris. On a successful save, the creature takes half damage and isn't knocked prone or buried.

This article complies with version 0.94 of Runarcana RPG