Who ever said that Clerics could only be healers? This spell is perhaps one of the most powerful available, right up there with Wish and Miracle. When a Cleric casts this spell, he can choose one of the options described below each round over the next ten rounds. First, however, the limitations of this spell. The spell can only effect creatures and objects within 300 feet of the caster (the world's point of origin moves with the castor). If the castor attempts to do anything other than moving (attacking, casting another spell, etc.) the spell ends. Everything within the world's radius can be harmed, including allies (though not yourself), so you have to be careful. With that out of the way, time to tell you what this spell does!
*Option 1: Meteor. This option tears 2d6 15 foot diameter chunks from the earth (Castro's choice of where these chunks are), which are then thrown 6d6x10 feet into the air (any creatures on these chunks are thrown off, taking 3d6 tall damage, and any structures are destroyed). The chunks of earth then catch on fire, and fall where the castor decides on the following round, dealing fall damage plus 2d6 fire damage.
*Option 2: Fissures. This option causes the ground within a 50 foot radius of the castor to crack, spewing forth fire from deep below the earth. This fire deals 10d12 fire damage.
*Option 3: Twister. This option causes the air within a 300 foot radius of the castor to spiral at speeds up to 500 miles per hour. Trees are torn from the ground, buildings are torn to pieces, and debris flies everywhere. Creatures and objects smaller than gargantuan within the Twister must roll a DC25 Reflex save or be taken by the Twister, taking 5d12 Bludgeoning damage. If they succeed, they must roll a DC20 Reflex save to avoid the objects thrown by the Twister, or take 5d10 bludgeoning damage.
*Option 4: Earthquake. This option causes the earth within a 300 foot radius to shake, causing much destruction. Structures take 7d% damage automatically, ignoring hardness, and creatures must make a DC30 balance check or be knocked prone. Collapsing structures deal fall damage appropriately.
*Option 5: Lightning. This option allows the Cleric to summon 1d6 lightning bolts (Castor's choice as to where), which deal 3d10 electricity damage each (DC30 Reflex save for half damage).
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