Terra Tremor
| Name | Terra Tremor |
|---|---|
| Cooldown | at-will |
| Action | standard |
| Area | circle 4 |
| Special | DC 17+ |
| Power | terra |
| Class | arcanist |
| Category | Assault, Control |
At-will, standard action, circle 4, DC 17+; you cause the ground to shake violently in a radius centered on a point within 120 feet. Every creature on the ground in the area must make a Dexterity save or take medium bludgeoning damage and fall prone. Structures in the area take structural damage (the GM determines severity). The tremor lasts for 1 round.
- DC +2: increase the radius by 1 (stackable).
- DC +4: the tremor persists for 1 minute (concentration), forcing saves each round.
- Creatures with a flying or swimming speed are unaffected. Underground creatures take the damage but cannot fall prone.