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PFS StandardEarthquakeSpell 8

Concentrate Earth Manipulate 
Source Player Core pg. 327 2.0
Traditions arcane, primal
Bloodline elemental
Deities Magrim, Zevgavizeb
Cast [two-actions]
Range 500 feet; Area 60-foot burst
Duration 1 round
You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.
  • Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
  • Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require successful DC 15 Athletics checks to Climb.
  • Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage to each creature caught in it with a basic Reflex save. A creature falls prone unless it critically succeeds and falls into a fissure if it critically fails.

    Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.