You create a seismic disturbance that "cracks" the air with a punch and sends devastating shock waves through the air in the direction it is facing. These shock waves can pass through and damage any substance, tearing it apart. For the duration, an intense tremor rips through the air in a 30-foot-radius cone centered on the contact point and shakes creatures and structures in the area affected.
Make a melee attack adding Strength modifier, upon success target takes 2d8 bludgeoning damage.
When you cast this spell each enemy in the spell area flying or on the ground must make a Dexterity saving throw. On a failed save, flying creatures fall to the ground and the creatures are knocked prone.
This spell can have additional effects becoming Earthquake if aimed at the ground and depending on the terrain in the area at a higher character level, as determined by the GM.
Structures. Roll a Strength check to see if structures are affected by the "crack" DC being above 14. Deals 50 bludgeoning damage to any structure in the area when you cast the spell. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble or characters lvls. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
* - (Hand)
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Posted Mar 4, 2021maybe it should be an evocation?
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Posted Dec 9, 2022👍