earth, evocation, magical, transmutation
- Casting Time: 2 actions; Somatic and Verbal
- Range: 500 feet
- Area: 30-foot radius burst
- Duration: 1 round
- Save: see text
You shake the ground, topple creatures, and shatter structures. The following occurs:
- Collapse. Structures, ceilings, and tunnels might collapse. The GM rolls a flat check for each with a DC 16 for a sturdy structure, a DC 14 for an average structure and most natural formations, and a DC 9 for a shoddy structure. A collapse deals 20d6 bludgeoning damage to each creature caught in a collapse who fails a Reflex save.
- Fissures. Each creature on the ground must attempt a Reflex save at the start of its turn to keep footing and avoid falling into 40-foot-deep fissures that open. The fissures are permanent, and their walls require DC 15 Athletics to climb.
- Shaking Ground. The ground is difficult terrain, and creatures on it take disadvantage to attack rolls and skill checks.
Other effects in the area might occur depending on the terrain, as determined by the GM. Earthquake is on the Primal Spell List.
Heighten (+1): For each Spell Slot of the Heightened Spell Levels (9, 10), double the range.
Level 9 Spell Slot. Increase the range to 1,000 feet.
Level 10 Spell Slot. Increase the range to 2,000 feet.