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When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of 5 feet for every experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with a 100-foot-diameter area of effect.

Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.

The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.

Notes: Common for druids (PHB).

Earthquake Effects
TERRAIN
Cave or cavern – Collapses roof

Cliffs – Crumble, causing landslide

Ground – Cracks open, causing the following fractions of creatures to fall in and die:

Size S: 1 in 4
Size M: 1 in 6
Size L: 1 in 8

Marsh – Drains water off to form muddy, rough ground.

Tunnel – Caves in

VEGETATI0N
Small growth – No effect

Trees – 1 in 3 are uprooted and fall

STRUCTURES
All structures – Sustain 5d12 points of struc¬tural damage; those suffering full damage are thrown down in rubble.
CREATURES
(See TERRAIN entry)

Combat & Tactics[]

Buildings suffer 5d12 points of structural damage from this spell. The spell also caves in mines and tunnels and can cause the ground to crack open and swallow up war machines as though they were Large creatures. Siege towers have a 50% chance to fall over even if they do not fall into a crack.

Source: Escalades (POCT)#Earthquake

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