How deep is an earthquake?

Destan

Citizen of Val Hor
Hi fellas,

Lest session a mean old druid cast earthquake at our heroes. One of the PCs promptly failed his save and tumbled into a fissure. Which leads me to my question: How deep is the fissure created from an earthquake spell?

SRD said:
Earthquake
Evocation [Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

The PC has a round to get out of there; that much is clear. Can he climb out? Does he take falling damage? If he's under the effects of a fly spell is he effectively immune?

Any ideas out there? Anyone else run into this?

Thank ye!
The Big Fat D

(I let him live, by the way, then killed him the following encounter. Sometimes my genius is maddening.)
 

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SRD said:
Area: 80-ft.-radius spread (S)
So, fissures extend downwards 80 feet, if the spell's epicenter is on the surface. But it's (S)hapeable, so the caster could change that somewhat.

Or, it's not explicitly stated, so it's up to the DM's (DestanMan's) discretion, but it says "highly localized" so they're not miles deep.

Either way, one round doesn't leave much time to get out.

I'd say a fly spell prevents falling. You only have to make a saving throw if you're standing, and you only fall in a crack if you fail your save. So if he's flying he's safe. If he's flying but his feet are touching the ground (?) I'd still say he's safe.
 

I've only taken a few geology classes, but I dont think they generally go any farther than 100-200 feet tops in extreem cases. Typically around 20-30 if I recall correctly. Earthquakes themselves originate miles underground...

This is all for real earthquakes btw.
 

On the ground? You're boned. >:}

The effect lasts for 1 round, during which time creatures on the ground can’t move or attack.

80' sounds fair and works well within the rules. Fall, land-still on ground- do nothing for your action. Unless whoever if flying you out of the pit has spring attack {or some other move action move ability} and at least 160' flight, goodbye to you and your stuff is squished.
 
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The AoE is 80' radius sphere. That means at the center it effects 80' deep. Now does it have enough force at the edges to open a fisure? I would probably think not, but hey its magic, so your call.

Anyways, the edges will probably have shallower fisures while the center has larger ones. I would rule fisure depth is 80' - 10'/from center.

So in the center(ground zero), its a 80' Fisure. 40' from the center its 40' fisure. At 60' from the center its a 20' fisure. At 70' from center they are only a mere 10' fisures.

It is a 7th/8th level spell, so I would expect those at ground zero(center) who fail their save would/should die.

Just my thoughts.
 

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