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Earthquake in Pathfinder 2e

Earthquake - unknown -
ARCANEEARTHGEOMANCYOCCULTPRIMAL

Traditions Components
arcane occult primal somatic verbal
Cast Range Target Duration Saving Throw
5000 feet 100 foot radius area centered on a point you can see in range. Instant/2 Rounds Power Save (Adventures in Valerick) on the initial. Reflex Save for after shocks.
Description
One of the most powerful and devestating spell-forms in a Topaz Magister's arsenal, a spell that can turn back armies, shatter formations, break sieges, and break through fortifications.


School: Geomancy

Spell-Weaving DCs: 29, Tier II: 34, Tier III: 39

One of the most devastating spell forms of any school, you carefully carve, cut, and reassemble the energies of Domhan in an area making them entirely unstable in the Aether, until it has no alternative but to manifest in the Material Realm as an earthquake. The ground will shake, shift and crack. Fractures, bits of sudden raised earth and lowered drops will form, the earth cracking and fracturing wildly.

Creatures in the affected area, should they fail their saving throw, will take 5d6 Thunder Damage and 5d6 Bludgeoning Damage, and be thrown prone. Should they critically fail, they will also be afflicted with Stunned (1). Should they succeed, they merely take full damage and should they critically succeed they take half damage.

Over the course of the duration, on your turn every round their will be an aftershock. When this happens all creatures still within the area must attempt a Reflex Save. Should they fail, they take 2d6 bludgeoning damage. If they critically fail they are thrown prone and take the damage. If they succeed they take half damage. If they critically succeed they take no damage. The entire area affected is also counted as difficult terrain to cross, and remains so even after the spell has ended, this spell causes permanent damage to the ground in that area.

Siege-craft: Structures and Constructs take 5d10 Thunder damage and 5d10 Bludgeoning damage instead.

Tier -1: Major Miscast and fail to weave spell.
Tier 0: Fail to weave the spell, trigger Minor Miscast
Tier II: Increase damages (including aftershock) by 1d6 or 1d10 as appropriate, increase radius by 25 feet, +1 round of aftershock.
Tier III: Increase damages (including aftershock) by 1d6 or 1d10 as approriate, increase radius by 25 feet, +1 round of aftershock.

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