Seismic Eruption 

(Earth Sphere)

School evocation (earth, fire); Level vicar 20; Sphere earth

___________________________________________________________________________________________________

CASTING                                                                                                                                                                                               


Casting Time 1 minute

Components V, S, DF

___________________________________________________________________________________________________

EFFECT                                                                                                                                                                                                  


Range long (400 ft. + 40 ft./level)

Area 500-ft-radius spread

Duration 1 minute

Saving Throw see text; Spell Resistance see text

___________________________________________________________________________________________________

DESCRIPTION                                                                                                                                                                                       


When you cast seismic eruption, you create minor tremors that build into a series of earthquakes and ending in a fiery eruption of lava and ash.


On the first round, a shockwave travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures and objects standing on the ground within the spell’s area. Creatures that fail their Reflex save (DC 10 + 1/2 your vicar level + your Wisdom modifier) are thrown to the ground, are prone, and take 1d6 points of nonlethal damage.


On the second, third, and fourth round, all creatures within the area are subject to an earthquake spell. All creatures must make any related saves each round an earthquake spell takes effect.


On the fifth round, the ground in the center of the area swells to form a small volcano that immediately erupts. The volcano fills a 10-ft-radius circle at the center of the area. During this round, chunks of fiery volcanic rock and clumps of ash pound down, dealing 6d6 points of bludgeoning damage and 4d6 points of fire damage to every creature in the area. This damage only occurs once during the spell. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a –8 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the ash disappears, but the difficult terrain remains.


On the sixth round, lava begins to flow from the center of the volcano in a 60-ft-spread. The lava continues to spread outward an additional 50 feet each round until the end of the spell, when it fills a 300-foot-radius spread in the center of the spell’s area. If a weapon strikes the lava, it takes 2d6 points of fire damage (or the creature who strikes the lava takes 2d6 fire damage if the attack was via an unarmed strike or natural attack). The lava is considered difficult terrain. A creature can move through the lava as a full-round action by making a DC 25 Strength check. A creature with a burrow speed can move through the lava using its burrow speed. Any attempt to move through the lava inflicts 10d6 fire damage per round. The lava also radiates heat as if it were a wall of fire, although the heat from the lava radiates from one side if the creature is outside the lava flow, and from all sides if the creature is within the lava flow.


On the tenth and final round, the volcano to erupts one last time. This causes a plume of lava to spew upward. Any creature within the spell’s area is subject to a flaming sphere spell (Reflex save to negate).

Once the spell ends, the lava cools for 1d6 rounds. Any creature touching the lava until it is cooled takes 1d6 points of fire damage (no save).