AD&D 2nd Edition

Everything I have for Second Edition

Divine Magic - 7th level

Earthquake

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Sphere: Elemental (Earth)
Range: 120 yards
Components: V, S, M
Duration: 1 round
Casting Time: 1 turn
Area of Effect: 5-foot diameter/level
Saving Throw: None

When this spell is cast by a priest, a local tremor of fairly high strength rips the ground. The shock is over in one round. The earthquake affects all terrain, vegetation, structures, and creatures in its area of effect. The area of effect of the earthquake spell is circular, with a diameter of five feet for every experience level of the priest casting it. Thus a 20th-level priest casts an earthquake spell with a 100-foot-diameter area of effect.

Solidly built structures with foundations reaching down to bedrock sustain one-half damage; one-quarter damage if they score above 50% on a saving throw. An earth elemental opposed to the caster in the area of effect can negate 10% to 100% (roll 1d10, 0 = 100%) of the effect. Other magical protections and wards allowed by the DM may also reduce or negate this effect. If cast undersea, this spell may, at the discretion of the DM, create a tsunami or tidal wave.

The material components for this spell are a pinch of dirt, a piece of rock, and a lump of clay.

Earthquake Effects:
TERRAIN
                     Cave or cavern Collapses roof
  Cliffs Crumble, causing landslide
  Ground Cracks open, causing the following fractions of creatures to fall in and die:
– Size S: 1 in 4
– Size M: 1 in 6
– Size L: 1 in 8
  Marsh Drains water off to form muddy, rough ground.
  Tunnel Caves in
VEGETATION
  Small growth No effect
  Trees 1 in 3 are uprooted and fall
STRUCTURES
  All structures Sustain 5d12 points of structural damage; those suffering full damage are thrown down in rubble.
CREATURES
  See “TERRAIN” entry