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Divine Quake

Cleric Spells Sacred Powers Level: 8
Divine Quake

Spell Details

Casting Time Turn
Range 300 feet
Duration Instant
Target 150-foot radius area
Saving Throw DEX Quick (negates prone, half damage)

Effect

You call upon divine authority to shake the very foundations of the earth. All creatures in the area take 9d6 bludgeoning damage and are knocked prone unless they succeed on a Quick save. Structures and objects in the area take double damage, and the DN may rule that buildings collapse or terrain features change.

Special Notes

Line of effect is required; total cover blocks the effect. The earthquake is accompanied by divine light erupting from fissures in the ground. Flying creatures are immune to being knocked prone but still take damage from falling debris. The tremor is visible for miles and may trigger secondary effects like landslides.

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