Home >Magic >Spells (3rd Party) >Magic Skull Games >

Major Tremor

School evocation [earth]; Level: sorcerer/wizard 6

Components: V,S, DF

Casting Time: 1 standard action

Range: Medium (60 ft. + 10 ft./level)

Area: 5 ft./level radius (S)

Duration: 1 round

Saving Throw: See text; Spell Resistance: no

This spell has the same effects as the earthquake spell but with the following differences: Concentration checks to cast spells are made vs. DC 17 + spell level.

Cave, Cavern, or Tunnel: This spell causes chunks of rock to fall from the roof, dealing 5d6 damage to any creature caught under the partial cave-in (Reflex half DC 15). Cliffs: Vertical slabs of rock crumble from the cliffside, causing a minor landslide that travels horizontally as far as it fell vertically. Any creature in the path sustains 5d6 points of damage (Reflex half DC 15). Open Ground: Fissures created by the spell are 10 ft. deep. Reflex DC 18 to avoid falling into one. Victims falling into fissures are not killed when they grind shut, but suffer 2d6 points of damage each round until they are freed. Victims can attempt to drag themselves out of shut fissures by making a DC 18 Strength check each round. Structure: Most structures standing on open ground sustain major damage and have a 50% chance of partially collapsing each round, dealing 5d6 points of damage to those caught within or beneath the rubble (Reflex half DC 15). River, Lake, or Marsh: Fissures drain the depth of the water down to half, but otherwise have no effect. At the end of the spell rest of the body of water rushes in and restores the area to its original depth.

Section 15: Copyright Notice

Grimoire Viperian: A Tome of Exotic Lore Copyright 2021 Magic Skull Games Author: Steven F. Johnson